wined3d: Add compute shader type.
[wine.git] / dlls / wined3d / utils.c
blob9575b3955cd9ab9580550be8f2290c6b7b5b301b
1 /*
2 * Utility functions for the WineD3D Library
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define WINED3D_FORMAT_FOURCC_BASE (WINED3DFMT_BC7_UNORM_SRGB + 1)
38 static const struct
40 enum wined3d_format_id id;
41 unsigned int idx;
43 format_index_remap[] =
45 {WINED3DFMT_UYVY, WINED3D_FORMAT_FOURCC_BASE},
46 {WINED3DFMT_YUY2, WINED3D_FORMAT_FOURCC_BASE + 1},
47 {WINED3DFMT_YV12, WINED3D_FORMAT_FOURCC_BASE + 2},
48 {WINED3DFMT_DXT1, WINED3D_FORMAT_FOURCC_BASE + 3},
49 {WINED3DFMT_DXT2, WINED3D_FORMAT_FOURCC_BASE + 4},
50 {WINED3DFMT_DXT3, WINED3D_FORMAT_FOURCC_BASE + 5},
51 {WINED3DFMT_DXT4, WINED3D_FORMAT_FOURCC_BASE + 6},
52 {WINED3DFMT_DXT5, WINED3D_FORMAT_FOURCC_BASE + 7},
53 {WINED3DFMT_MULTI2_ARGB8, WINED3D_FORMAT_FOURCC_BASE + 8},
54 {WINED3DFMT_G8R8_G8B8, WINED3D_FORMAT_FOURCC_BASE + 9},
55 {WINED3DFMT_R8G8_B8G8, WINED3D_FORMAT_FOURCC_BASE + 10},
56 {WINED3DFMT_ATI1N, WINED3D_FORMAT_FOURCC_BASE + 11},
57 {WINED3DFMT_ATI2N, WINED3D_FORMAT_FOURCC_BASE + 12},
58 {WINED3DFMT_INST, WINED3D_FORMAT_FOURCC_BASE + 13},
59 {WINED3DFMT_NVDB, WINED3D_FORMAT_FOURCC_BASE + 14},
60 {WINED3DFMT_NVHU, WINED3D_FORMAT_FOURCC_BASE + 15},
61 {WINED3DFMT_NVHS, WINED3D_FORMAT_FOURCC_BASE + 16},
62 {WINED3DFMT_INTZ, WINED3D_FORMAT_FOURCC_BASE + 17},
63 {WINED3DFMT_RESZ, WINED3D_FORMAT_FOURCC_BASE + 18},
64 {WINED3DFMT_NULL, WINED3D_FORMAT_FOURCC_BASE + 19},
65 {WINED3DFMT_R16, WINED3D_FORMAT_FOURCC_BASE + 20},
66 {WINED3DFMT_AL16, WINED3D_FORMAT_FOURCC_BASE + 21},
67 {WINED3DFMT_NV12, WINED3D_FORMAT_FOURCC_BASE + 22},
70 #define WINED3D_FORMAT_COUNT (WINED3D_FORMAT_FOURCC_BASE + ARRAY_SIZE(format_index_remap))
72 struct wined3d_format_channels
74 enum wined3d_format_id id;
75 DWORD red_size, green_size, blue_size, alpha_size;
76 DWORD red_offset, green_offset, blue_offset, alpha_offset;
77 UINT bpp;
78 BYTE depth_size, stencil_size;
81 static const struct wined3d_format_channels formats[] =
83 /* size offset
84 * format id r g b a r g b a bpp depth stencil */
85 {WINED3DFMT_UNKNOWN, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
86 /* FourCC formats */
87 {WINED3DFMT_UYVY, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
88 {WINED3DFMT_YUY2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
89 {WINED3DFMT_YV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
90 {WINED3DFMT_NV12, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
91 {WINED3DFMT_DXT1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
92 {WINED3DFMT_DXT2, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
93 {WINED3DFMT_DXT3, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
94 {WINED3DFMT_DXT4, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
95 {WINED3DFMT_DXT5, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
96 {WINED3DFMT_MULTI2_ARGB8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
97 {WINED3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
98 {WINED3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
99 /* Hmm? */
100 {WINED3DFMT_R8G8_SNORM_Cx, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
101 {WINED3DFMT_R11G11B10_FLOAT, 11, 11, 10, 0, 0, 11, 22, 0, 4, 0, 0},
102 /* Palettized formats */
103 {WINED3DFMT_P8_UINT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
104 {WINED3DFMT_P8_UINT, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
105 /* Standard ARGB formats. */
106 {WINED3DFMT_B8G8R8_UNORM, 8, 8, 8, 0, 16, 8, 0, 0, 3, 0, 0},
107 {WINED3DFMT_B5G6R5_UNORM, 5, 6, 5, 0, 11, 5, 0, 0, 2, 0, 0},
108 {WINED3DFMT_B5G5R5X1_UNORM, 5, 5, 5, 0, 10, 5, 0, 0, 2, 0, 0},
109 {WINED3DFMT_B5G5R5A1_UNORM, 5, 5, 5, 1, 10, 5, 0, 15, 2, 0, 0},
110 {WINED3DFMT_B4G4R4A4_UNORM, 4, 4, 4, 4, 8, 4, 0, 12, 2, 0, 0},
111 {WINED3DFMT_B2G3R3_UNORM, 3, 3, 2, 0, 5, 2, 0, 0, 1, 0, 0},
112 {WINED3DFMT_A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 0, 1, 0, 0},
113 {WINED3DFMT_B2G3R3A8_UNORM, 3, 3, 2, 8, 5, 2, 0, 8, 2, 0, 0},
114 {WINED3DFMT_B4G4R4X4_UNORM, 4, 4, 4, 0, 8, 4, 0, 0, 2, 0, 0},
115 {WINED3DFMT_R8G8B8X8_UNORM, 8, 8, 8, 0, 0, 8, 16, 0, 4, 0, 0},
116 {WINED3DFMT_B10G10R10A2_UNORM, 10, 10, 10, 2, 20, 10, 0, 30, 4, 0, 0},
117 /* Luminance */
118 {WINED3DFMT_L8_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
119 {WINED3DFMT_L8A8_UNORM, 0, 0, 0, 8, 0, 0, 0, 8, 2, 0, 0},
120 {WINED3DFMT_L4A4_UNORM, 0, 0, 0, 4, 0, 0, 0, 4, 1, 0, 0},
121 {WINED3DFMT_L16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
122 /* Bump mapping stuff */
123 {WINED3DFMT_R5G5_SNORM_L6_UNORM, 5, 5, 0, 0, 0, 5, 0, 0, 2, 0, 0},
124 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, 8, 8, 0, 0, 0, 8, 0, 0, 4, 0, 0},
125 {WINED3DFMT_R8G8B8A8_SNORM, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
126 {WINED3DFMT_R10G11B11_SNORM, 10, 11, 11, 0, 0, 10, 21, 0, 4, 0, 0},
127 {WINED3DFMT_R10G10B10_SNORM_A2_UNORM, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
128 /* Depth stencil formats */
129 {WINED3DFMT_D16_LOCKABLE, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
130 {WINED3DFMT_D32_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
131 {WINED3DFMT_S1_UINT_D15_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 15, 1},
132 {WINED3DFMT_X8D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 0},
133 {WINED3DFMT_S4X4_UINT_D24_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 4},
134 {WINED3DFMT_D16_UNORM, 0, 0, 0, 0, 0, 0, 0, 0, 2, 16, 0},
135 {WINED3DFMT_D32_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 32, 0},
136 {WINED3DFMT_S8_UINT_D24_FLOAT, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
137 {WINED3DFMT_VERTEXDATA, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
138 /* Vendor-specific formats */
139 {WINED3DFMT_ATI1N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
140 {WINED3DFMT_ATI2N, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
141 {WINED3DFMT_NVDB, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
142 {WINED3DFMT_INST, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
143 {WINED3DFMT_INTZ, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
144 {WINED3DFMT_RESZ, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
145 {WINED3DFMT_NVHU, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
146 {WINED3DFMT_NVHS, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
147 {WINED3DFMT_NULL, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
148 /* Unsure about them, could not find a Windows driver that supports them */
149 {WINED3DFMT_R16, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
150 {WINED3DFMT_AL16, 0, 0, 0, 16, 0, 0, 0, 16, 4, 0, 0},
151 /* Typeless */
152 {WINED3DFMT_R32G32B32A32_TYPELESS, 32, 32, 32, 32, 0, 32, 64, 96, 16, 0, 0},
153 {WINED3DFMT_R32G32B32_TYPELESS, 32, 32, 32, 0, 0, 32, 64, 0, 12, 0, 0},
154 {WINED3DFMT_R16G16B16A16_TYPELESS, 16, 16, 16, 16, 0, 16, 32, 48, 8, 0, 0},
155 {WINED3DFMT_R32G32_TYPELESS, 32, 32, 0, 0, 0, 32, 0, 0, 8, 0, 0},
156 {WINED3DFMT_R32G8X24_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 8, 32, 8},
157 {WINED3DFMT_R10G10B10A2_TYPELESS, 10, 10, 10, 2, 0, 10, 20, 30, 4, 0, 0},
158 {WINED3DFMT_R8G8B8A8_TYPELESS, 8, 8, 8, 8, 0, 8, 16, 24, 4, 0, 0},
159 {WINED3DFMT_R16G16_TYPELESS, 16, 16, 0, 0, 0, 16, 0, 0, 4, 0, 0},
160 {WINED3DFMT_R32_TYPELESS, 32, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0},
161 {WINED3DFMT_R24G8_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 4, 24, 8},
162 {WINED3DFMT_R8G8_TYPELESS, 8, 8, 0, 0, 0, 8, 0, 0, 2, 0, 0},
163 {WINED3DFMT_R16_TYPELESS, 16, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
164 {WINED3DFMT_R8_TYPELESS, 8, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
165 {WINED3DFMT_BC1_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
166 {WINED3DFMT_BC2_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
167 {WINED3DFMT_BC3_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
168 {WINED3DFMT_BC4_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
169 {WINED3DFMT_BC5_TYPELESS, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0},
170 {WINED3DFMT_B8G8R8A8_TYPELESS, 8, 8, 8, 8, 16, 8, 0, 24, 4, 0, 0},
171 {WINED3DFMT_B8G8R8X8_TYPELESS, 8, 8, 8, 0, 16, 8, 0, 0, 4, 0, 0},
174 enum wined3d_channel_type
176 WINED3D_CHANNEL_TYPE_NONE,
177 WINED3D_CHANNEL_TYPE_UNORM,
178 WINED3D_CHANNEL_TYPE_SNORM,
179 WINED3D_CHANNEL_TYPE_UINT,
180 WINED3D_CHANNEL_TYPE_SINT,
181 WINED3D_CHANNEL_TYPE_FLOAT,
182 WINED3D_CHANNEL_TYPE_DEPTH,
183 WINED3D_CHANNEL_TYPE_STENCIL,
184 WINED3D_CHANNEL_TYPE_UNUSED,
187 struct wined3d_typed_format_info
189 enum wined3d_format_id id;
190 enum wined3d_format_id typeless_id;
191 const char *channels;
195 * The last entry for a given typeless format defines its internal format.
197 * u - WINED3D_CHANNEL_TYPE_UNORM
198 * i - WINED3D_CHANNEL_TYPE_SNORM
199 * U - WINED3D_CHANNEL_TYPE_UINT
200 * I - WINED3D_CHANNEL_TYPE_SINT
201 * F - WINED3D_CHANNEL_TYPE_FLOAT
202 * D - WINED3D_CHANNEL_TYPE_DEPTH
203 * S - WINED3D_CHANNEL_TYPE_STENCIL
204 * X - WINED3D_CHANNEL_TYPE_UNUSED
206 static const struct wined3d_typed_format_info typed_formats[] =
208 {WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_TYPELESS, "UUUU"},
209 {WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32A32_TYPELESS, "IIII"},
210 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_TYPELESS, "FFFF"},
211 {WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_TYPELESS, "UUU"},
212 {WINED3DFMT_R32G32B32_SINT, WINED3DFMT_R32G32B32_TYPELESS, "III"},
213 {WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_TYPELESS, "FFF"},
214 {WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "uuuu"},
215 {WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_TYPELESS, "iiii"},
216 {WINED3DFMT_R16G16B16A16_UINT, WINED3DFMT_R16G16B16A16_TYPELESS, "UUUU"},
217 {WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, "IIII"},
218 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_TYPELESS, "FFFF"},
219 {WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_TYPELESS, "UU"},
220 {WINED3DFMT_R32G32_SINT, WINED3DFMT_R32G32_TYPELESS, "II"},
221 {WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_TYPELESS, "FF"},
222 {WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "iiii"},
223 {WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, "UUUU"},
224 {WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_TYPELESS, "uuuu"},
225 {WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_TYPELESS, "UUUU"},
226 {WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R8G8B8A8_TYPELESS, "IIII"},
227 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
228 {WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_TYPELESS, "uuuu"},
229 {WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_TYPELESS, "uu"},
230 {WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_TYPELESS, "ii"},
231 {WINED3DFMT_R16G16_UINT, WINED3DFMT_R16G16_TYPELESS, "UU"},
232 {WINED3DFMT_R16G16_SINT, WINED3DFMT_R16G16_TYPELESS, "II"},
233 {WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_TYPELESS, "FF"},
234 {WINED3DFMT_R32_UINT, WINED3DFMT_R32_TYPELESS, "U"},
235 {WINED3DFMT_R32_SINT, WINED3DFMT_R32_TYPELESS, "I"},
236 {WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_TYPELESS, "F"},
237 {WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_R24G8_TYPELESS, "DX"},
238 {WINED3DFMT_X24_TYPELESS_G8_UINT, WINED3DFMT_R24G8_TYPELESS, "XS"},
239 {WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24G8_TYPELESS, "DS"},
240 {WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_TYPELESS, "ii"},
241 {WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_TYPELESS, "uu"},
242 {WINED3DFMT_R16_UNORM, WINED3DFMT_R16_TYPELESS, "u"},
243 {WINED3DFMT_R16_UINT, WINED3DFMT_R16_TYPELESS, "U"},
244 {WINED3DFMT_R16_SINT, WINED3DFMT_R16_TYPELESS, "I"},
245 {WINED3DFMT_R16_FLOAT, WINED3DFMT_R16_TYPELESS, "F"},
246 {WINED3DFMT_R8_UNORM, WINED3DFMT_R8_TYPELESS, "u"},
247 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_TYPELESS, ""},
248 {WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_TYPELESS, ""},
249 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, ""},
250 {WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_TYPELESS, ""},
251 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, ""},
252 {WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_TYPELESS, ""},
253 {WINED3DFMT_BC4_UNORM, WINED3DFMT_BC4_TYPELESS, ""},
254 {WINED3DFMT_BC5_UNORM, WINED3DFMT_BC5_TYPELESS, ""},
255 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
256 {WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, "uuuu"},
257 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
258 {WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8X8_TYPELESS, "uuuX"},
261 struct wined3d_format_ddi_info
263 enum wined3d_format_id id;
264 D3DDDIFORMAT ddi_format;
267 static const struct wined3d_format_ddi_info ddi_formats[] =
269 {WINED3DFMT_B8G8R8_UNORM, D3DDDIFMT_R8G8B8},
270 {WINED3DFMT_B8G8R8A8_UNORM, D3DDDIFMT_A8R8G8B8},
271 {WINED3DFMT_B8G8R8X8_UNORM, D3DDDIFMT_X8R8G8B8},
272 {WINED3DFMT_B5G6R5_UNORM, D3DDDIFMT_R5G6B5},
273 {WINED3DFMT_B5G5R5X1_UNORM, D3DDDIFMT_X1R5G5B5},
274 {WINED3DFMT_B5G5R5A1_UNORM, D3DDDIFMT_A1R5G5B5},
275 {WINED3DFMT_P8_UINT, D3DDDIFMT_P8},
278 struct wined3d_format_base_flags
280 enum wined3d_format_id id;
281 DWORD flags;
284 /* The ATI2N format behaves like an uncompressed format in LockRect(), but
285 * still needs to use the correct block based calculation for e.g. the
286 * resource size. */
287 static const struct wined3d_format_base_flags format_base_flags[] =
289 {WINED3DFMT_ATI1N, WINED3DFMT_FLAG_BROKEN_PITCH},
290 {WINED3DFMT_ATI2N, WINED3DFMT_FLAG_BROKEN_PITCH},
291 {WINED3DFMT_R11G11B10_FLOAT, WINED3DFMT_FLAG_FLOAT},
292 {WINED3DFMT_D32_FLOAT, WINED3DFMT_FLAG_FLOAT},
293 {WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_FLAG_FLOAT},
296 struct wined3d_format_block_info
298 enum wined3d_format_id id;
299 UINT block_width;
300 UINT block_height;
301 UINT block_byte_count;
302 BOOL verify;
305 static const struct wined3d_format_block_info format_block_info[] =
307 {WINED3DFMT_DXT1, 4, 4, 8, TRUE},
308 {WINED3DFMT_DXT2, 4, 4, 16, TRUE},
309 {WINED3DFMT_DXT3, 4, 4, 16, TRUE},
310 {WINED3DFMT_DXT4, 4, 4, 16, TRUE},
311 {WINED3DFMT_DXT5, 4, 4, 16, TRUE},
312 {WINED3DFMT_BC1_UNORM, 4, 4, 8, TRUE},
313 {WINED3DFMT_BC2_UNORM, 4, 4, 16, TRUE},
314 {WINED3DFMT_BC3_UNORM, 4, 4, 16, TRUE},
315 {WINED3DFMT_BC4_UNORM, 4, 4, 8, TRUE},
316 {WINED3DFMT_BC5_UNORM, 4, 4, 16, TRUE},
317 {WINED3DFMT_ATI1N, 4, 4, 8, FALSE},
318 {WINED3DFMT_ATI2N, 4, 4, 16, FALSE},
319 {WINED3DFMT_YUY2, 2, 1, 4, FALSE},
320 {WINED3DFMT_UYVY, 2, 1, 4, FALSE},
323 struct wined3d_format_vertex_info
325 enum wined3d_format_id id;
326 enum wined3d_ffp_emit_idx emit_idx;
327 unsigned int component_count;
328 GLenum gl_vtx_type;
329 GLboolean gl_normalized;
332 static const struct wined3d_format_vertex_info format_vertex_info[] =
334 {WINED3DFMT_R32_FLOAT, WINED3D_FFP_EMIT_FLOAT1, 1, GL_FLOAT, GL_FALSE},
335 {WINED3DFMT_R32G32_FLOAT, WINED3D_FFP_EMIT_FLOAT2, 2, GL_FLOAT, GL_FALSE},
336 {WINED3DFMT_R32G32B32_FLOAT, WINED3D_FFP_EMIT_FLOAT3, 3, GL_FLOAT, GL_FALSE},
337 {WINED3DFMT_R32G32B32A32_FLOAT, WINED3D_FFP_EMIT_FLOAT4, 4, GL_FLOAT, GL_FALSE},
338 {WINED3DFMT_B8G8R8A8_UNORM, WINED3D_FFP_EMIT_D3DCOLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE },
339 {WINED3DFMT_R8G8B8A8_UINT, WINED3D_FFP_EMIT_UBYTE4, 4, GL_UNSIGNED_BYTE, GL_FALSE},
340 {WINED3DFMT_R16G16_SINT, WINED3D_FFP_EMIT_SHORT2, 2, GL_SHORT, GL_FALSE},
341 {WINED3DFMT_R16G16B16A16_SINT, WINED3D_FFP_EMIT_SHORT4, 4, GL_SHORT, GL_FALSE},
342 {WINED3DFMT_R8G8B8A8_UNORM, WINED3D_FFP_EMIT_UBYTE4N, 4, GL_UNSIGNED_BYTE, GL_TRUE },
343 {WINED3DFMT_R16G16_SNORM, WINED3D_FFP_EMIT_SHORT2N, 2, GL_SHORT, GL_TRUE },
344 {WINED3DFMT_R16G16B16A16_SNORM, WINED3D_FFP_EMIT_SHORT4N, 4, GL_SHORT, GL_TRUE },
345 {WINED3DFMT_R16G16_UNORM, WINED3D_FFP_EMIT_USHORT2N, 2, GL_UNSIGNED_SHORT, GL_TRUE },
346 {WINED3DFMT_R16G16B16A16_UNORM, WINED3D_FFP_EMIT_USHORT4N, 4, GL_UNSIGNED_SHORT, GL_TRUE },
347 {WINED3DFMT_R10G10B10A2_UINT, WINED3D_FFP_EMIT_UDEC3, 3, GL_UNSIGNED_SHORT, GL_FALSE},
348 {WINED3DFMT_R10G10B10A2_SNORM, WINED3D_FFP_EMIT_DEC3N, 3, GL_SHORT, GL_TRUE },
349 {WINED3DFMT_R16G16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_2, 2, GL_HALF_FLOAT, GL_FALSE},
350 {WINED3DFMT_R16G16B16A16_FLOAT, WINED3D_FFP_EMIT_FLOAT16_4, 4, GL_HALF_FLOAT, GL_FALSE},
351 {WINED3DFMT_R8G8B8A8_SNORM, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_TRUE },
352 {WINED3DFMT_R8G8B8A8_SINT, WINED3D_FFP_EMIT_INVALID, 4, GL_BYTE, GL_FALSE},
353 {WINED3DFMT_R16G16B16A16_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_SHORT, GL_FALSE},
354 {WINED3DFMT_R32_UINT, WINED3D_FFP_EMIT_INVALID, 1, GL_UNSIGNED_INT, GL_FALSE},
355 {WINED3DFMT_R32G32_UINT, WINED3D_FFP_EMIT_INVALID, 2, GL_UNSIGNED_INT, GL_FALSE},
356 {WINED3DFMT_R32G32B32_UINT, WINED3D_FFP_EMIT_INVALID, 3, GL_UNSIGNED_INT, GL_FALSE},
357 {WINED3DFMT_R32G32B32A32_UINT, WINED3D_FFP_EMIT_INVALID, 4, GL_UNSIGNED_INT, GL_FALSE},
360 struct wined3d_format_texture_info
362 enum wined3d_format_id id;
363 GLint gl_internal;
364 GLint gl_srgb_internal;
365 GLint gl_rt_internal;
366 GLint gl_format;
367 GLint gl_type;
368 unsigned int conv_byte_count;
369 unsigned int flags;
370 enum wined3d_gl_extension extension;
371 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
372 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
375 static void convert_l4a4_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
376 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
378 /* WINED3DFMT_L4A4_UNORM exists as an internal gl format, but for some reason there is not
379 * format+type combination to load it. Thus convert it to A8L8, then load it
380 * with A4L4 internal, but A8L8 format+type
382 unsigned int x, y, z;
383 const unsigned char *Source;
384 unsigned char *Dest;
386 for (z = 0; z < depth; z++)
388 for (y = 0; y < height; y++)
390 Source = src + z * src_slice_pitch + y * src_row_pitch;
391 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
392 for (x = 0; x < width; x++ )
394 unsigned char color = (*Source++);
395 /* A */ Dest[1] = (color & 0xf0u) << 0;
396 /* L */ Dest[0] = (color & 0x0fu) << 4;
397 Dest += 2;
403 static void convert_r5g5_snorm_l6_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
404 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
406 unsigned int x, y, z;
407 unsigned char r_in, g_in, l_in;
408 const unsigned short *texel_in;
409 unsigned short *texel_out;
411 /* Emulating signed 5 bit values with unsigned 5 bit values has some precision problems by design:
412 * E.g. the signed input value 0 becomes 16. GL normalizes it to 16 / 31 = 0.516. We convert it
413 * back to a signed value by subtracting 0.5 and multiplying by 2.0. The resulting value is
414 * ((16 / 31) - 0.5) * 2.0 = 0.032, which is quite different from the intended result 0.000. */
415 for (z = 0; z < depth; z++)
417 for (y = 0; y < height; y++)
419 texel_out = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
420 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
421 for (x = 0; x < width; x++ )
423 l_in = (*texel_in & 0xfc00u) >> 10;
424 g_in = (*texel_in & 0x03e0u) >> 5;
425 r_in = *texel_in & 0x001fu;
427 *texel_out = ((r_in + 16) << 11) | (l_in << 5) | (g_in + 16);
428 texel_out++;
429 texel_in++;
435 static void convert_r5g5_snorm_l6_unorm_ext(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
436 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
438 unsigned int x, y, z;
439 unsigned char *texel_out, r_out, g_out, r_in, g_in, l_in;
440 const unsigned short *texel_in;
442 for (z = 0; z < depth; z++)
444 for (y = 0; y < height; y++)
446 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
447 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
448 for (x = 0; x < width; x++ )
450 l_in = (*texel_in & 0xfc00u) >> 10;
451 g_in = (*texel_in & 0x03e0u) >> 5;
452 r_in = *texel_in & 0x001fu;
454 r_out = r_in << 3;
455 if (!(r_in & 0x10)) /* r > 0 */
456 r_out |= r_in >> 1;
458 g_out = g_in << 3;
459 if (!(g_in & 0x10)) /* g > 0 */
460 g_out |= g_in >> 1;
462 texel_out[0] = r_out;
463 texel_out[1] = g_out;
464 texel_out[2] = l_in << 1 | l_in >> 5;
465 texel_out[3] = 0;
467 texel_out += 4;
468 texel_in++;
474 static void convert_r5g5_snorm_l6_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
475 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
477 unsigned int x, y, z;
478 unsigned char *texel_out, ds_out, dt_out, r_in, g_in, l_in;
479 const unsigned short *texel_in;
481 /* This makes the gl surface bigger(24 bit instead of 16), but it works with
482 * fixed function and shaders without further conversion once the surface is
483 * loaded.
485 * The difference between this function and convert_r5g5_snorm_l6_unorm_ext
486 * is that convert_r5g5_snorm_l6_unorm_ext creates a 32 bit XRGB texture and
487 * this function creates a 24 bit DSDT_MAG texture. Trying to load a DSDT_MAG
488 * internal with a 32 bit DSDT_MAG_INTENSITY or DSDT_MAG_VIB format fails. */
489 for (z = 0; z < depth; z++)
491 for (y = 0; y < height; y++)
493 texel_in = (const unsigned short *)(src + z * src_slice_pitch + y * src_row_pitch);
494 texel_out = dst + z * dst_slice_pitch + y * dst_row_pitch;
495 for (x = 0; x < width; x++ )
497 l_in = (*texel_in & 0xfc00u) >> 10;
498 g_in = (*texel_in & 0x03e0u) >> 5;
499 r_in = *texel_in & 0x001fu;
501 ds_out = r_in << 3;
502 if (!(r_in & 0x10)) /* r > 0 */
503 ds_out |= r_in >> 1;
505 dt_out = g_in << 3;
506 if (!(g_in & 0x10)) /* g > 0 */
507 dt_out |= g_in >> 1;
509 texel_out[0] = ds_out;
510 texel_out[1] = dt_out;
511 texel_out[2] = l_in << 1 | l_in >> 5;
513 texel_out += 3;
514 texel_in++;
520 static void convert_r8g8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
521 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
523 unsigned int x, y, z;
524 const short *Source;
525 unsigned char *Dest;
527 for (z = 0; z < depth; z++)
529 for (y = 0; y < height; y++)
531 Source = (const short *)(src + z * src_slice_pitch + y * src_row_pitch);
532 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
533 for (x = 0; x < width; x++ )
535 const short color = (*Source++);
536 /* B */ Dest[0] = 0xff;
537 /* G */ Dest[1] = (color >> 8) + 128; /* V */
538 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
539 Dest += 3;
545 static void convert_r8g8_snorm_l8x8_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
546 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
548 unsigned int x, y, z;
549 const DWORD *Source;
550 unsigned char *Dest;
552 /* Doesn't work correctly with the fixed function pipeline, but can work in
553 * shaders if the shader is adjusted. (There's no use for this format in gl's
554 * standard fixed function pipeline anyway).
556 for (z = 0; z < depth; z++)
558 for (y = 0; y < height; y++)
560 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
561 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
562 for (x = 0; x < width; x++ )
564 LONG color = (*Source++);
565 /* B */ Dest[0] = ((color >> 16) & 0xff); /* L */
566 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
567 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
568 Dest += 4;
574 static void convert_r8g8_snorm_l8x8_unorm_nv(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
575 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
577 unsigned int x, y, z;
578 const DWORD *Source;
579 unsigned char *Dest;
581 /* This implementation works with the fixed function pipeline and shaders
582 * without further modification after converting the surface.
584 for (z = 0; z < depth; z++)
586 for (y = 0; y < height; y++)
588 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
589 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
590 for (x = 0; x < width; x++ )
592 LONG color = (*Source++);
593 /* L */ Dest[2] = ((color >> 16) & 0xff); /* L */
594 /* V */ Dest[1] = ((color >> 8 ) & 0xff); /* V */
595 /* U */ Dest[0] = (color & 0xff); /* U */
596 /* I */ Dest[3] = 255; /* X */
597 Dest += 4;
603 static void convert_r8g8b8a8_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
604 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
606 unsigned int x, y, z;
607 const DWORD *Source;
608 unsigned char *Dest;
610 for (z = 0; z < depth; z++)
612 for (y = 0; y < height; y++)
614 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
615 Dest = dst + z * dst_slice_pitch + y * dst_row_pitch;
616 for (x = 0; x < width; x++ )
618 LONG color = (*Source++);
619 /* B */ Dest[0] = ((color >> 16) & 0xff) + 128; /* W */
620 /* G */ Dest[1] = ((color >> 8 ) & 0xff) + 128; /* V */
621 /* R */ Dest[2] = (color & 0xff) + 128; /* U */
622 /* A */ Dest[3] = ((color >> 24) & 0xff) + 128; /* Q */
623 Dest += 4;
629 static void convert_r16g16_snorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
630 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
632 unsigned int x, y, z;
633 const DWORD *Source;
634 unsigned short *Dest;
636 for (z = 0; z < depth; z++)
638 for (y = 0; y < height; y++)
640 Source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
641 Dest = (unsigned short *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
642 for (x = 0; x < width; x++ )
644 const DWORD color = (*Source++);
645 /* B */ Dest[0] = 0xffff;
646 /* G */ Dest[1] = (color >> 16) + 32768; /* V */
647 /* R */ Dest[2] = (color & 0xffff) + 32768; /* U */
648 Dest += 3;
654 static void convert_r16g16(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
655 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
657 unsigned int x, y, z;
658 const WORD *Source;
659 WORD *Dest;
661 for (z = 0; z < depth; z++)
663 for (y = 0; y < height; y++)
665 Source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
666 Dest = (WORD *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
667 for (x = 0; x < width; x++ )
669 WORD green = (*Source++);
670 WORD red = (*Source++);
671 Dest[0] = green;
672 Dest[1] = red;
673 /* Strictly speaking not correct for R16G16F, but it doesn't matter because the
674 * shader overwrites it anyway */
675 Dest[2] = 0xffff;
676 Dest += 3;
682 static void convert_r32g32_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
683 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
685 unsigned int x, y, z;
686 const float *Source;
687 float *Dest;
689 for (z = 0; z < depth; z++)
691 for (y = 0; y < height; y++)
693 Source = (const float *)(src + z * src_slice_pitch + y * src_row_pitch);
694 Dest = (float *) (dst + z * dst_slice_pitch + y * dst_row_pitch);
695 for (x = 0; x < width; x++ )
697 float green = (*Source++);
698 float red = (*Source++);
699 Dest[0] = green;
700 Dest[1] = red;
701 Dest[2] = 1.0f;
702 Dest += 3;
708 static void convert_s1_uint_d15_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
709 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
711 unsigned int x, y, z;
713 for (z = 0; z < depth; z++)
715 for (y = 0; y < height; ++y)
717 const WORD *source = (const WORD *)(src + z * src_slice_pitch + y * src_row_pitch);
718 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
720 for (x = 0; x < width; ++x)
722 /* The depth data is normalized, so needs to be scaled,
723 * the stencil data isn't. Scale depth data by
724 * (2^24-1)/(2^15-1) ~~ (2^9 + 2^-6). */
725 WORD d15 = source[x] >> 1;
726 DWORD d24 = (d15 << 9) + (d15 >> 6);
727 dest[x] = (d24 << 8) | (source[x] & 0x1);
733 static void convert_s4x4_uint_d24_unorm(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
734 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
736 unsigned int x, y, z;
738 for (z = 0; z < depth; z++)
740 for (y = 0; y < height; ++y)
742 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
743 DWORD *dest = (DWORD *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
745 for (x = 0; x < width; ++x)
747 /* Just need to clear out the X4 part. */
748 dest[x] = source[x] & ~0xf0;
754 static void convert_s8_uint_d24_float(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
755 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth)
757 unsigned int x, y, z;
759 for (z = 0; z < depth; z++)
761 for (y = 0; y < height; ++y)
763 const DWORD *source = (const DWORD *)(src + z * src_slice_pitch + y * src_row_pitch);
764 float *dest_f = (float *)(dst + z * dst_slice_pitch + y * dst_row_pitch);
765 DWORD *dest_s = (DWORD *)dest_f;
767 for (x = 0; x < width; ++x)
769 dest_f[x * 2] = float_24_to_32((source[x] & 0xffffff00u) >> 8);
770 dest_s[x * 2 + 1] = source[x] & 0xff;
776 static BOOL color_in_range(const struct wined3d_color_key *color_key, DWORD color)
778 /* FIXME: Is this really how color keys are supposed to work? I think it
779 * makes more sense to compare the individual channels. */
780 return color >= color_key->color_space_low_value
781 && color <= color_key->color_space_high_value;
784 static void convert_p8_uint_b8g8r8a8_unorm(const BYTE *src, unsigned int src_pitch,
785 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
786 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
788 const BYTE *src_row;
789 unsigned int x, y;
790 DWORD *dst_row;
792 if (!palette)
794 /* FIXME: This should probably use the system palette. */
795 FIXME("P8 surface loaded without a palette.\n");
797 for (y = 0; y < height; ++y)
799 memset(&dst[dst_pitch * y], 0, width * 4);
802 return;
805 for (y = 0; y < height; ++y)
807 src_row = &src[src_pitch * y];
808 dst_row = (DWORD *)&dst[dst_pitch * y];
809 for (x = 0; x < width; ++x)
811 BYTE src_color = src_row[x];
812 dst_row[x] = 0xff000000
813 | (palette->colors[src_color].rgbRed << 16)
814 | (palette->colors[src_color].rgbGreen << 8)
815 | palette->colors[src_color].rgbBlue;
820 static void convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
821 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
822 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
824 const WORD *src_row;
825 unsigned int x, y;
826 WORD *dst_row;
828 for (y = 0; y < height; ++y)
830 src_row = (WORD *)&src[src_pitch * y];
831 dst_row = (WORD *)&dst[dst_pitch * y];
832 for (x = 0; x < width; ++x)
834 WORD src_color = src_row[x];
835 if (!color_in_range(color_key, src_color))
836 dst_row[x] = 0x8000u | ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
837 else
838 dst_row[x] = ((src_color & 0xffc0u) >> 1) | (src_color & 0x1fu);
843 static void convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key(const BYTE *src, unsigned int src_pitch,
844 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
845 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
847 const WORD *src_row;
848 unsigned int x, y;
849 WORD *dst_row;
851 for (y = 0; y < height; ++y)
853 src_row = (WORD *)&src[src_pitch * y];
854 dst_row = (WORD *)&dst[dst_pitch * y];
855 for (x = 0; x < width; ++x)
857 WORD src_color = src_row[x];
858 if (color_in_range(color_key, src_color))
859 dst_row[x] = src_color & ~0x8000;
860 else
861 dst_row[x] = src_color | 0x8000;
866 static void convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
867 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
868 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
870 const BYTE *src_row;
871 unsigned int x, y;
872 DWORD *dst_row;
874 for (y = 0; y < height; ++y)
876 src_row = &src[src_pitch * y];
877 dst_row = (DWORD *)&dst[dst_pitch * y];
878 for (x = 0; x < width; ++x)
880 DWORD src_color = (src_row[x * 3 + 2] << 16) | (src_row[x * 3 + 1] << 8) | src_row[x * 3];
881 if (!color_in_range(color_key, src_color))
882 dst_row[x] = src_color | 0xff000000;
887 static void convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
888 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
889 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
891 const DWORD *src_row;
892 unsigned int x, y;
893 DWORD *dst_row;
895 for (y = 0; y < height; ++y)
897 src_row = (DWORD *)&src[src_pitch * y];
898 dst_row = (DWORD *)&dst[dst_pitch * y];
899 for (x = 0; x < width; ++x)
901 DWORD src_color = src_row[x];
902 if (color_in_range(color_key, src_color))
903 dst_row[x] = src_color & ~0xff000000;
904 else
905 dst_row[x] = src_color | 0xff000000;
910 static void convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key(const BYTE *src, unsigned int src_pitch,
911 BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height,
912 const struct wined3d_palette *palette, const struct wined3d_color_key *color_key)
914 const DWORD *src_row;
915 unsigned int x, y;
916 DWORD *dst_row;
918 for (y = 0; y < height; ++y)
920 src_row = (DWORD *)&src[src_pitch * y];
921 dst_row = (DWORD *)&dst[dst_pitch * y];
922 for (x = 0; x < width; ++x)
924 DWORD src_color = src_row[x];
925 if (color_in_range(color_key, src_color))
926 src_color &= ~0xff000000;
927 dst_row[x] = src_color;
932 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
933 const struct wined3d_texture *texture, BOOL need_alpha_ck)
935 const struct wined3d_format *format = texture->resource.format;
936 unsigned int i;
938 static const struct
940 enum wined3d_format_id src_format;
941 struct wined3d_color_key_conversion conversion;
943 color_key_info[] =
945 {WINED3DFMT_B5G6R5_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g6r5_unorm_b5g5r5a1_unorm_color_key }},
946 {WINED3DFMT_B5G5R5X1_UNORM, {WINED3DFMT_B5G5R5A1_UNORM, convert_b5g5r5x1_unorm_b5g5r5a1_unorm_color_key }},
947 {WINED3DFMT_B8G8R8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8_unorm_b8g8r8a8_unorm_color_key }},
948 {WINED3DFMT_B8G8R8X8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8x8_unorm_b8g8r8a8_unorm_color_key }},
949 {WINED3DFMT_B8G8R8A8_UNORM, {WINED3DFMT_B8G8R8A8_UNORM, convert_b8g8r8a8_unorm_b8g8r8a8_unorm_color_key }},
951 static const struct wined3d_color_key_conversion convert_p8 =
953 WINED3DFMT_B8G8R8A8_UNORM, convert_p8_uint_b8g8r8a8_unorm
956 if (need_alpha_ck && (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY))
958 for (i = 0; i < sizeof(color_key_info) / sizeof(*color_key_info); ++i)
960 if (color_key_info[i].src_format == format->id)
961 return &color_key_info[i].conversion;
964 FIXME("Color-keying not supported with format %s.\n", debug_d3dformat(format->id));
967 /* FIXME: This should check if the blitter backend can do P8 conversion,
968 * instead of checking for ARB_fragment_program. */
969 if (format->id == WINED3DFMT_P8_UINT
970 && !(texture->resource.device->adapter->gl_info.supported[ARB_FRAGMENT_PROGRAM]
971 && texture->swapchain && texture == texture->swapchain->front_buffer))
972 return &convert_p8;
974 return NULL;
977 /* The following formats explicitly don't have WINED3DFMT_FLAG_TEXTURE set:
979 * These are never supported on native.
980 * WINED3DFMT_B8G8R8_UNORM
981 * WINED3DFMT_B2G3R3_UNORM
982 * WINED3DFMT_L4A4_UNORM
983 * WINED3DFMT_S1_UINT_D15_UNORM
984 * WINED3DFMT_S4X4_UINT_D24_UNORM
986 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of ddraw.
987 * Since it is not widely available, don't offer it. Further no Windows driver
988 * offers WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
989 * WINED3DFMT_P8_UINT
990 * WINED3DFMT_P8_UINT_A8_UNORM
992 * These formats seem to be similar to the HILO formats in
993 * GL_NV_texture_shader. NVHU is said to be GL_UNSIGNED_HILO16,
994 * NVHS GL_SIGNED_HILO16. Rumours say that D3D computes a 3rd channel
995 * similarly to D3DFMT_CxV8U8 (So NVHS could be called D3DFMT_CxV16U16). ATI
996 * refused to support formats which can easily be emulated with pixel shaders,
997 * so applications have to deal with not having NVHS and NVHU.
998 * WINED3DFMT_NVHU
999 * WINED3DFMT_NVHS */
1000 static const struct wined3d_format_texture_info format_texture_info[] =
1002 /* format id gl_internal gl_srgb_internal gl_rt_internal
1003 gl_format gl_type conv_byte_count
1004 flags
1005 extension convert */
1006 /* FourCC formats */
1007 /* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
1008 * is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
1009 * d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
1010 * Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
1011 * endian machine
1013 {WINED3DFMT_UYVY, GL_RG8, GL_RG8, 0,
1014 GL_RG, GL_UNSIGNED_BYTE, 0,
1015 WINED3DFMT_FLAG_FILTERING,
1016 ARB_TEXTURE_RG, NULL},
1017 {WINED3DFMT_UYVY, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1018 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1019 WINED3DFMT_FLAG_FILTERING,
1020 WINED3D_GL_LEGACY_CONTEXT, NULL},
1021 {WINED3DFMT_UYVY, GL_RGB, GL_RGB, 0,
1022 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
1023 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1024 APPLE_YCBCR_422, NULL},
1025 {WINED3DFMT_YUY2, GL_RG8, GL_RG8, 0,
1026 GL_RG, GL_UNSIGNED_BYTE, 0,
1027 WINED3DFMT_FLAG_FILTERING,
1028 ARB_TEXTURE_RG, NULL},
1029 {WINED3DFMT_YUY2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE8_ALPHA8, 0,
1030 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1031 WINED3DFMT_FLAG_FILTERING,
1032 WINED3D_GL_LEGACY_CONTEXT, NULL},
1033 {WINED3DFMT_YUY2, GL_RGB, GL_RGB, 0,
1034 GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
1035 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
1036 APPLE_YCBCR_422, NULL},
1037 {WINED3DFMT_YV12, GL_R8, GL_R8, 0,
1038 GL_RED, GL_UNSIGNED_BYTE, 0,
1039 WINED3DFMT_FLAG_FILTERING,
1040 ARB_TEXTURE_RG, NULL},
1041 {WINED3DFMT_YV12, GL_ALPHA8, GL_ALPHA8, 0,
1042 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1043 WINED3DFMT_FLAG_FILTERING,
1044 WINED3D_GL_LEGACY_CONTEXT, NULL},
1045 {WINED3DFMT_NV12, GL_R8, GL_R8, 0,
1046 GL_RED, GL_UNSIGNED_BYTE, 0,
1047 WINED3DFMT_FLAG_FILTERING,
1048 ARB_TEXTURE_RG, NULL},
1049 {WINED3DFMT_NV12, GL_ALPHA8, GL_ALPHA8, 0,
1050 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1051 WINED3DFMT_FLAG_FILTERING,
1052 WINED3D_GL_LEGACY_CONTEXT, NULL},
1053 {WINED3DFMT_DXT1, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1054 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1055 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1056 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1057 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1058 {WINED3DFMT_DXT2, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1059 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1060 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1061 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1062 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1063 {WINED3DFMT_DXT3, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1064 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1065 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1066 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1067 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1068 {WINED3DFMT_DXT4, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1069 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1070 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1071 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1072 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1073 {WINED3DFMT_DXT5, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1074 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1075 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1076 | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_COMPRESSED,
1077 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1078 {WINED3DFMT_BC1_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, 0,
1079 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1080 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1081 | WINED3DFMT_FLAG_COMPRESSED,
1082 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1083 {WINED3DFMT_BC2_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, 0,
1084 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1085 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1086 | WINED3DFMT_FLAG_COMPRESSED,
1087 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1088 {WINED3DFMT_BC3_UNORM, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, 0,
1089 GL_RGBA, GL_UNSIGNED_BYTE, 0,
1090 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1091 | WINED3DFMT_FLAG_COMPRESSED,
1092 EXT_TEXTURE_COMPRESSION_S3TC, NULL},
1093 {WINED3DFMT_BC4_UNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1094 GL_RED, GL_UNSIGNED_BYTE, 0,
1095 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1096 | WINED3DFMT_FLAG_COMPRESSED,
1097 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1098 {WINED3DFMT_BC5_UNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1099 GL_RG, GL_UNSIGNED_BYTE, 0,
1100 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1101 | WINED3DFMT_FLAG_COMPRESSED,
1102 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1103 /* IEEE formats */
1104 {WINED3DFMT_R32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1105 GL_RED, GL_FLOAT, 0,
1106 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1107 ARB_TEXTURE_FLOAT, NULL},
1108 {WINED3DFMT_R32_FLOAT, GL_R32F, GL_R32F, 0,
1109 GL_RED, GL_FLOAT, 0,
1110 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1111 ARB_TEXTURE_RG, NULL},
1112 {WINED3DFMT_R32G32_FLOAT, GL_RGB32F_ARB, GL_RGB32F_ARB, 0,
1113 GL_RGB, GL_FLOAT, 12,
1114 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1115 ARB_TEXTURE_FLOAT, convert_r32g32_float},
1116 {WINED3DFMT_R32G32_FLOAT, GL_RG32F, GL_RG32F, 0,
1117 GL_RG, GL_FLOAT, 0,
1118 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1119 ARB_TEXTURE_RG, NULL},
1120 {WINED3DFMT_R32G32B32_FLOAT, GL_RGB32F, GL_RGB32F, 0,
1121 GL_RGB, GL_FLOAT, 0,
1122 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET,
1123 ARB_TEXTURE_FLOAT, NULL},
1124 {WINED3DFMT_R32G32B32A32_FLOAT, GL_RGBA32F_ARB, GL_RGBA32F_ARB, 0,
1125 GL_RGBA, GL_FLOAT, 0,
1126 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1127 ARB_TEXTURE_FLOAT, NULL},
1128 /* Float */
1129 {WINED3DFMT_R16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1130 GL_RED, GL_HALF_FLOAT_ARB, 0,
1131 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1132 ARB_TEXTURE_FLOAT, NULL},
1133 {WINED3DFMT_R16_FLOAT, GL_R16F, GL_R16F, 0,
1134 GL_RED, GL_HALF_FLOAT_ARB, 0,
1135 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1136 ARB_TEXTURE_RG, NULL},
1137 {WINED3DFMT_R16G16_FLOAT, GL_RGB16F_ARB, GL_RGB16F_ARB, 0,
1138 GL_RGB, GL_HALF_FLOAT_ARB, 6,
1139 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1140 ARB_TEXTURE_FLOAT, convert_r16g16},
1141 {WINED3DFMT_R16G16_FLOAT, GL_RG16F, GL_RG16F, 0,
1142 GL_RG, GL_HALF_FLOAT_ARB, 0,
1143 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1144 ARB_TEXTURE_RG, NULL},
1145 {WINED3DFMT_R16G16B16A16_FLOAT, GL_RGBA16F_ARB, GL_RGBA16F_ARB, 0,
1146 GL_RGBA, GL_HALF_FLOAT_ARB, 0,
1147 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET
1148 | WINED3DFMT_FLAG_VTF,
1149 ARB_TEXTURE_FLOAT, NULL},
1150 {WINED3DFMT_R11G11B10_FLOAT, GL_R11F_G11F_B10F, GL_R11F_G11F_B10F, 0,
1151 GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0,
1152 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_RENDERTARGET,
1153 EXT_PACKED_FLOAT},
1154 /* Palettized formats */
1155 {WINED3DFMT_P8_UINT, GL_R8, GL_R8, 0,
1156 GL_RED, GL_UNSIGNED_BYTE, 0,
1158 ARB_TEXTURE_RG, NULL},
1159 {WINED3DFMT_P8_UINT, GL_ALPHA8, GL_ALPHA8, 0,
1160 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1162 WINED3D_GL_LEGACY_CONTEXT, NULL},
1163 /* Standard ARGB formats */
1164 {WINED3DFMT_B8G8R8_UNORM, GL_RGB8, GL_RGB8, 0,
1165 GL_BGR, GL_UNSIGNED_BYTE, 0,
1166 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET,
1167 WINED3D_GL_EXT_NONE, NULL},
1168 {WINED3DFMT_B8G8R8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1169 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1170 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1171 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1172 | WINED3DFMT_FLAG_VTF,
1173 WINED3D_GL_EXT_NONE, NULL},
1174 {WINED3DFMT_B8G8R8X8_UNORM, GL_RGB8, GL_SRGB8_EXT, 0,
1175 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1176 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1177 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE,
1178 WINED3D_GL_EXT_NONE, NULL},
1179 {WINED3DFMT_B5G6R5_UNORM, GL_RGB5, GL_RGB5, GL_RGB8,
1180 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1181 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1182 | WINED3DFMT_FLAG_RENDERTARGET,
1183 WINED3D_GL_EXT_NONE, NULL},
1184 {WINED3DFMT_B5G6R5_UNORM, GL_RGB565, GL_RGB565, GL_RGB8,
1185 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0,
1186 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1187 | WINED3DFMT_FLAG_RENDERTARGET,
1188 ARB_ES2_COMPATIBILITY, NULL},
1189 {WINED3DFMT_B5G5R5X1_UNORM, GL_RGB5, GL_RGB5, 0,
1190 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1191 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1192 | WINED3DFMT_FLAG_RENDERTARGET,
1193 WINED3D_GL_EXT_NONE, NULL},
1194 {WINED3DFMT_B5G5R5A1_UNORM, GL_RGB5_A1, GL_RGB5_A1, 0,
1195 GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0,
1196 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1197 WINED3D_GL_EXT_NONE, NULL},
1198 {WINED3DFMT_B4G4R4A4_UNORM, GL_RGBA4, GL_SRGB8_ALPHA8_EXT, 0,
1199 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1200 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1201 | WINED3DFMT_FLAG_SRGB_READ,
1202 WINED3D_GL_EXT_NONE, NULL},
1203 {WINED3DFMT_B2G3R3_UNORM, GL_R3_G3_B2, GL_R3_G3_B2, 0,
1204 GL_RGB, GL_UNSIGNED_BYTE_3_3_2, 0,
1205 WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1206 WINED3D_GL_EXT_NONE, NULL},
1207 {WINED3DFMT_R8_UNORM, GL_R8, GL_R8, 0,
1208 GL_RED, GL_UNSIGNED_BYTE, 0,
1209 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1210 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_VTF,
1211 ARB_TEXTURE_RG, NULL},
1212 {WINED3DFMT_A8_UNORM, GL_R8, GL_R8, 0,
1213 GL_RED, GL_UNSIGNED_BYTE, 0,
1214 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1215 ARB_TEXTURE_RG, NULL},
1216 {WINED3DFMT_A8_UNORM, GL_ALPHA8, GL_ALPHA8, 0,
1217 GL_ALPHA, GL_UNSIGNED_BYTE, 0,
1218 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1219 WINED3D_GL_LEGACY_CONTEXT, NULL},
1220 {WINED3DFMT_B4G4R4X4_UNORM, GL_RGB4, GL_RGB4, 0,
1221 GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0,
1222 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1223 WINED3D_GL_EXT_NONE, NULL},
1224 {WINED3DFMT_R10G10B10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1225 GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1226 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1227 | WINED3DFMT_FLAG_RENDERTARGET,
1228 WINED3D_GL_EXT_NONE, NULL},
1229 {WINED3DFMT_R8G8B8A8_UNORM, GL_RGBA8, GL_SRGB8_ALPHA8_EXT, 0,
1230 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1231 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1232 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE
1233 | WINED3DFMT_FLAG_VTF,
1234 WINED3D_GL_EXT_NONE, NULL},
1235 {WINED3DFMT_R8G8B8A8_UINT, GL_RGBA8UI, GL_RGBA8UI, 0,
1236 GL_RGBA_INTEGER, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1237 WINED3DFMT_FLAG_TEXTURE,
1238 ARB_TEXTURE_RGB10_A2UI, NULL},
1239 {WINED3DFMT_R8G8B8A8_SINT, GL_RGBA8I, GL_RGBA8I, 0,
1240 GL_RGBA_INTEGER, GL_BYTE, 0,
1241 WINED3DFMT_FLAG_TEXTURE,
1242 EXT_TEXTURE_INTEGER, NULL},
1243 {WINED3DFMT_R8G8B8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1244 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1245 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1246 WINED3D_GL_EXT_NONE, NULL},
1247 {WINED3DFMT_R16G16_UNORM, GL_RGB16, GL_RGB16, GL_RGBA16,
1248 GL_RGB, GL_UNSIGNED_SHORT, 6,
1249 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1250 WINED3D_GL_EXT_NONE, convert_r16g16},
1251 {WINED3DFMT_R16G16_UNORM, GL_RG16, GL_RG16, 0,
1252 GL_RG, GL_UNSIGNED_SHORT, 0,
1253 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1254 | WINED3DFMT_FLAG_RENDERTARGET,
1255 ARB_TEXTURE_RG, NULL},
1256 {WINED3DFMT_B10G10R10A2_UNORM, GL_RGB10_A2, GL_RGB10_A2, 0,
1257 GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0,
1258 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1259 | WINED3DFMT_FLAG_RENDERTARGET,
1260 WINED3D_GL_EXT_NONE, NULL},
1261 {WINED3DFMT_R16G16B16A16_UNORM, GL_RGBA16, GL_RGBA16, 0,
1262 GL_RGBA, GL_UNSIGNED_SHORT, 0,
1263 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1264 | WINED3DFMT_FLAG_RENDERTARGET,
1265 WINED3D_GL_EXT_NONE, NULL},
1266 {WINED3DFMT_R8G8_UNORM, GL_RG8, GL_RG8, 0,
1267 GL_RG, GL_UNSIGNED_BYTE, 0,
1268 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1269 | WINED3DFMT_FLAG_RENDERTARGET,
1270 ARB_TEXTURE_RG, NULL},
1271 {WINED3DFMT_R16_UNORM, GL_R16, GL_R16, 0,
1272 GL_RED, GL_UNSIGNED_SHORT, 0,
1273 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1274 | WINED3DFMT_FLAG_RENDERTARGET,
1275 ARB_TEXTURE_RG, NULL},
1276 {WINED3DFMT_R16_UINT, GL_R16UI, GL_R16UI, 0,
1277 GL_RED_INTEGER, GL_UNSIGNED_SHORT, 0,
1278 WINED3DFMT_FLAG_TEXTURE,
1279 ARB_TEXTURE_RG, NULL},
1280 /* Luminance */
1281 {WINED3DFMT_L8_UNORM, GL_LUMINANCE8, GL_SLUMINANCE8_EXT, 0,
1282 GL_LUMINANCE, GL_UNSIGNED_BYTE, 0,
1283 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1284 | WINED3DFMT_FLAG_SRGB_READ,
1285 WINED3D_GL_LEGACY_CONTEXT, NULL},
1286 {WINED3DFMT_L8_UNORM, GL_R8, GL_R8, 0,
1287 GL_RED, GL_UNSIGNED_BYTE, 0,
1288 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1289 | WINED3DFMT_FLAG_RENDERTARGET,
1290 ARB_TEXTURE_RG, NULL},
1291 {WINED3DFMT_L8A8_UNORM, GL_RG8, GL_RG8, 0,
1292 GL_RG, GL_UNSIGNED_BYTE, 0,
1293 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1294 ARB_TEXTURE_RG, NULL},
1295 {WINED3DFMT_L8A8_UNORM, GL_LUMINANCE8_ALPHA8, GL_SLUMINANCE8_ALPHA8_EXT, 0,
1296 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1297 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1298 | WINED3DFMT_FLAG_SRGB_READ,
1299 WINED3D_GL_LEGACY_CONTEXT, NULL},
1300 {WINED3DFMT_L4A4_UNORM, GL_RG8, GL_RG8, 0,
1301 GL_RG, GL_UNSIGNED_BYTE, 2,
1302 WINED3DFMT_FLAG_FILTERING,
1303 ARB_TEXTURE_RG, convert_l4a4_unorm},
1304 {WINED3DFMT_L4A4_UNORM, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE4_ALPHA4, 0,
1305 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 2,
1306 WINED3DFMT_FLAG_FILTERING,
1307 WINED3D_GL_LEGACY_CONTEXT, convert_l4a4_unorm},
1308 {WINED3DFMT_L16_UNORM, GL_R16, GL_R16, 0,
1309 GL_RED, GL_UNSIGNED_SHORT, 0,
1310 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1311 ARB_TEXTURE_RG, NULL},
1312 {WINED3DFMT_L16_UNORM, GL_LUMINANCE16, GL_LUMINANCE16, 0,
1313 GL_LUMINANCE, GL_UNSIGNED_SHORT, 0,
1314 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING,
1315 WINED3D_GL_LEGACY_CONTEXT, NULL},
1316 /* Bump mapping stuff */
1317 {WINED3DFMT_R8G8_SNORM, GL_RGB8, GL_RGB8, 0,
1318 GL_BGR, GL_UNSIGNED_BYTE, 3,
1319 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1320 | WINED3DFMT_FLAG_BUMPMAP,
1321 WINED3D_GL_EXT_NONE, convert_r8g8_snorm},
1322 {WINED3DFMT_R8G8_SNORM, GL_DSDT8_NV, GL_DSDT8_NV, 0,
1323 GL_DSDT_NV, GL_BYTE, 0,
1324 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1325 | WINED3DFMT_FLAG_BUMPMAP,
1326 NV_TEXTURE_SHADER, NULL},
1327 {WINED3DFMT_R8G8_SNORM, GL_RG8_SNORM, GL_RG8_SNORM, 0,
1328 GL_RG, GL_BYTE, 0,
1329 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1330 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1331 EXT_TEXTURE_SNORM, NULL},
1332 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB5, GL_RGB5, 0,
1333 GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 2,
1334 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1335 | WINED3DFMT_FLAG_BUMPMAP,
1336 WINED3D_GL_EXT_NONE, convert_r5g5_snorm_l6_unorm},
1337 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_DSDT8_MAG8_NV, GL_DSDT8_MAG8_NV, 0,
1338 GL_DSDT_MAG_NV, GL_BYTE, 3,
1339 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1340 | WINED3DFMT_FLAG_BUMPMAP,
1341 NV_TEXTURE_SHADER, convert_r5g5_snorm_l6_unorm_nv},
1342 {WINED3DFMT_R5G5_SNORM_L6_UNORM, GL_RGB8_SNORM, GL_RGB8_SNORM, 0,
1343 GL_RGBA, GL_BYTE, 4,
1344 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1345 | WINED3DFMT_FLAG_BUMPMAP,
1346 EXT_TEXTURE_SNORM, convert_r5g5_snorm_l6_unorm_ext},
1347 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_RGB8, GL_RGB8, 0,
1348 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 4,
1349 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1350 | WINED3DFMT_FLAG_BUMPMAP,
1351 WINED3D_GL_EXT_NONE, convert_r8g8_snorm_l8x8_unorm},
1352 {WINED3DFMT_R8G8_SNORM_L8X8_UNORM, GL_DSDT8_MAG8_INTENSITY8_NV, GL_DSDT8_MAG8_INTENSITY8_NV, 0,
1353 GL_DSDT_MAG_VIB_NV, GL_UNSIGNED_INT_8_8_S8_S8_REV_NV, 4,
1354 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1355 | WINED3DFMT_FLAG_BUMPMAP,
1356 NV_TEXTURE_SHADER, convert_r8g8_snorm_l8x8_unorm_nv},
1357 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8, GL_RGBA8, 0,
1358 GL_BGRA, GL_UNSIGNED_BYTE, 4,
1359 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1360 | WINED3DFMT_FLAG_BUMPMAP,
1361 WINED3D_GL_EXT_NONE, convert_r8g8b8a8_snorm},
1362 {WINED3DFMT_R8G8B8A8_SNORM, GL_SIGNED_RGBA8_NV, GL_SIGNED_RGBA8_NV, 0,
1363 GL_RGBA, GL_BYTE, 0,
1364 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1365 | WINED3DFMT_FLAG_BUMPMAP,
1366 NV_TEXTURE_SHADER, NULL},
1367 {WINED3DFMT_R8G8B8A8_SNORM, GL_RGBA8_SNORM, GL_RGBA8_SNORM, 0,
1368 GL_RGBA, GL_BYTE, 0,
1369 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1370 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1371 EXT_TEXTURE_SNORM, NULL},
1372 {WINED3DFMT_R16G16_SNORM, GL_RGB16, GL_RGB16, 0,
1373 GL_BGR, GL_UNSIGNED_SHORT, 6,
1374 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1375 | WINED3DFMT_FLAG_BUMPMAP,
1376 WINED3D_GL_EXT_NONE, convert_r16g16_snorm},
1377 {WINED3DFMT_R16G16_SNORM, GL_SIGNED_HILO16_NV, GL_SIGNED_HILO16_NV, 0,
1378 GL_HILO_NV, GL_SHORT, 0,
1379 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1380 | WINED3DFMT_FLAG_BUMPMAP,
1381 NV_TEXTURE_SHADER, NULL},
1382 {WINED3DFMT_R16G16_SNORM, GL_RG16_SNORM, GL_RG16_SNORM, 0,
1383 GL_RG, GL_SHORT, 0,
1384 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1385 | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_BUMPMAP,
1386 EXT_TEXTURE_SNORM, NULL},
1387 /* Depth stencil formats */
1388 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1389 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1390 WINED3DFMT_FLAG_DEPTH,
1391 WINED3D_GL_EXT_NONE, NULL},
1392 {WINED3DFMT_D16_LOCKABLE, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1393 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1394 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1395 ARB_DEPTH_TEXTURE, NULL},
1396 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1397 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1398 WINED3DFMT_FLAG_DEPTH,
1399 WINED3D_GL_EXT_NONE, NULL},
1400 {WINED3DFMT_D32_UNORM, GL_DEPTH_COMPONENT32_ARB, GL_DEPTH_COMPONENT32_ARB, 0,
1401 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1402 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1403 ARB_DEPTH_TEXTURE, NULL},
1404 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1405 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1406 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1407 ARB_DEPTH_TEXTURE, NULL},
1408 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1409 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1410 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1411 EXT_PACKED_DEPTH_STENCIL, convert_s1_uint_d15_unorm},
1412 {WINED3DFMT_S1_UINT_D15_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1413 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1414 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1415 ARB_FRAMEBUFFER_OBJECT, convert_s1_uint_d15_unorm},
1416 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1417 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1418 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1419 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1420 ARB_DEPTH_TEXTURE, NULL},
1421 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1422 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1423 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1424 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1425 EXT_PACKED_DEPTH_STENCIL, NULL},
1426 {WINED3DFMT_D24_UNORM_S8_UINT, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1427 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1428 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1429 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1430 ARB_FRAMEBUFFER_OBJECT, NULL},
1431 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1432 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1433 WINED3DFMT_FLAG_DEPTH,
1434 WINED3D_GL_EXT_NONE, NULL},
1435 {WINED3DFMT_X8D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1436 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1437 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1438 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1439 ARB_DEPTH_TEXTURE, NULL},
1440 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1441 GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0,
1442 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1443 ARB_DEPTH_TEXTURE, NULL},
1444 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1445 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 4,
1446 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1447 EXT_PACKED_DEPTH_STENCIL, convert_s4x4_uint_d24_unorm},
1448 {WINED3DFMT_S4X4_UINT_D24_UNORM, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1449 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 4,
1450 WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1451 ARB_FRAMEBUFFER_OBJECT, convert_s4x4_uint_d24_unorm},
1452 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, 0,
1453 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1454 WINED3DFMT_FLAG_DEPTH,
1455 WINED3D_GL_EXT_NONE, NULL},
1456 {WINED3DFMT_D16_UNORM, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT24_ARB, 0,
1457 GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0,
1458 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1459 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1460 ARB_DEPTH_TEXTURE, NULL},
1461 {WINED3DFMT_D32_FLOAT, GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT32F, 0,
1462 GL_DEPTH_COMPONENT, GL_FLOAT, 0,
1463 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_SHADOW,
1464 ARB_DEPTH_BUFFER_FLOAT, NULL},
1465 {WINED3DFMT_S8_UINT_D24_FLOAT, GL_DEPTH32F_STENCIL8, GL_DEPTH32F_STENCIL8, 0,
1466 GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, 8,
1467 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL | WINED3DFMT_FLAG_SHADOW,
1468 ARB_DEPTH_BUFFER_FLOAT, convert_s8_uint_d24_float},
1469 {WINED3DFMT_R32G32B32A32_UINT, GL_RGBA32UI, GL_RGBA32UI, 0,
1470 GL_RGBA_INTEGER, GL_UNSIGNED_INT, 0,
1471 WINED3DFMT_FLAG_TEXTURE,
1472 EXT_TEXTURE_INTEGER, NULL},
1473 {WINED3DFMT_R32G32B32A32_SINT, GL_RGBA32I, GL_RGBA32I, 0,
1474 GL_RGBA_INTEGER, GL_INT, 0,
1475 WINED3DFMT_FLAG_TEXTURE,
1476 EXT_TEXTURE_INTEGER, NULL},
1477 /* Vendor-specific formats */
1478 {WINED3DFMT_ATI1N, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_RED_RGTC1, 0,
1479 GL_RED, GL_UNSIGNED_BYTE, 0,
1480 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1481 | WINED3DFMT_FLAG_COMPRESSED,
1482 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1483 {WINED3DFMT_ATI2N, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI, 0,
1484 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1485 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1486 | WINED3DFMT_FLAG_COMPRESSED,
1487 ATI_TEXTURE_COMPRESSION_3DC, NULL},
1488 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1489 GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
1490 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1491 | WINED3DFMT_FLAG_COMPRESSED,
1492 EXT_TEXTURE_COMPRESSION_RGTC, NULL},
1493 {WINED3DFMT_ATI2N, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_RG_RGTC2, 0,
1494 GL_RG, GL_UNSIGNED_BYTE, 0,
1495 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1496 | WINED3DFMT_FLAG_COMPRESSED,
1497 ARB_TEXTURE_COMPRESSION_RGTC, NULL},
1498 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH24_STENCIL8_EXT, 0,
1499 GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 0,
1500 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1501 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1502 EXT_PACKED_DEPTH_STENCIL, NULL},
1503 {WINED3DFMT_INTZ, GL_DEPTH24_STENCIL8, GL_DEPTH24_STENCIL8, 0,
1504 GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0,
1505 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING
1506 | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL,
1507 ARB_FRAMEBUFFER_OBJECT, NULL},
1508 {WINED3DFMT_NULL, 0, 0, 0,
1509 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0,
1510 WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE,
1511 ARB_FRAMEBUFFER_OBJECT, NULL},
1514 struct wined3d_format_srgb_info
1516 enum wined3d_format_id srgb_format_id;
1517 enum wined3d_format_id base_format_id;
1520 static const struct wined3d_format_srgb_info format_srgb_info[] =
1522 {WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UNORM},
1523 {WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC1_UNORM},
1524 {WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC2_UNORM},
1525 {WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC3_UNORM},
1526 {WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8A8_UNORM},
1527 {WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_UNORM},
1528 {WINED3DFMT_BC7_UNORM_SRGB, WINED3DFMT_BC7_UNORM},
1531 static inline int get_format_idx(enum wined3d_format_id format_id)
1533 unsigned int i;
1535 if (format_id < WINED3D_FORMAT_FOURCC_BASE)
1536 return format_id;
1538 for (i = 0; i < ARRAY_SIZE(format_index_remap); ++i)
1540 if (format_index_remap[i].id == format_id)
1541 return format_index_remap[i].idx;
1544 return -1;
1547 static void format_set_flag(struct wined3d_format *format, unsigned int flag)
1549 unsigned int i;
1551 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1552 format->flags[i] |= flag;
1555 static void format_clear_flag(struct wined3d_format *format, unsigned int flag)
1557 unsigned int i;
1559 for (i = 0; i < ARRAY_SIZE(format->flags); ++i)
1560 format->flags[i] &= ~flag;
1563 static enum wined3d_channel_type map_channel_type(char t)
1565 switch (t)
1567 case 'u':
1568 return WINED3D_CHANNEL_TYPE_UNORM;
1569 case 'i':
1570 return WINED3D_CHANNEL_TYPE_SNORM;
1571 case 'U':
1572 return WINED3D_CHANNEL_TYPE_UINT;
1573 case 'I':
1574 return WINED3D_CHANNEL_TYPE_SINT;
1575 case 'F':
1576 return WINED3D_CHANNEL_TYPE_FLOAT;
1577 case 'D':
1578 return WINED3D_CHANNEL_TYPE_DEPTH;
1579 case 'S':
1580 return WINED3D_CHANNEL_TYPE_STENCIL;
1581 case 'X':
1582 return WINED3D_CHANNEL_TYPE_UNUSED;
1583 default:
1584 ERR("Invalid channel type '%c'.\n", t);
1585 return WINED3D_CHANNEL_TYPE_NONE;
1589 static BOOL init_format_base_info(struct wined3d_gl_info *gl_info)
1591 unsigned int i, j;
1593 gl_info->format_count = WINED3D_FORMAT_COUNT;
1594 if (!(gl_info->formats = wined3d_calloc(gl_info->format_count, sizeof(*gl_info->formats))))
1596 ERR("Failed to allocate memory.\n");
1597 return FALSE;
1600 for (i = 0; i < ARRAY_SIZE(formats); ++i)
1602 struct wined3d_format *format;
1603 int fmt_idx;
1605 fmt_idx = get_format_idx(formats[i].id);
1606 if (fmt_idx == -1)
1608 ERR("Could not allocate index for format %s %#x.\n",
1609 debug_d3dformat(formats[i].id), formats[i].id);
1610 goto fail;
1612 format = &gl_info->formats[fmt_idx];
1614 format->id = formats[i].id;
1615 format->red_size = formats[i].red_size;
1616 format->green_size = formats[i].green_size;
1617 format->blue_size = formats[i].blue_size;
1618 format->alpha_size = formats[i].alpha_size;
1619 format->red_offset = formats[i].red_offset;
1620 format->green_offset = formats[i].green_offset;
1621 format->blue_offset = formats[i].blue_offset;
1622 format->alpha_offset = formats[i].alpha_offset;
1623 format->byte_count = formats[i].bpp;
1624 format->depth_size = formats[i].depth_size;
1625 format->stencil_size = formats[i].stencil_size;
1626 format->block_width = 1;
1627 format->block_height = 1;
1628 format->block_byte_count = formats[i].bpp;
1631 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
1633 const struct wined3d_format *typeless_format;
1634 struct wined3d_format *format;
1635 DWORD flags = 0;
1636 int fmt_idx;
1638 fmt_idx = get_format_idx(typed_formats[i].id);
1639 if (fmt_idx == -1)
1641 ERR("Could not allocate index for format %s %#x.\n",
1642 debug_d3dformat(typed_formats[i].id), typed_formats[i].id);
1643 goto fail;
1645 format = &gl_info->formats[fmt_idx];
1647 typeless_format = wined3d_get_format(gl_info, typed_formats[i].typeless_id);
1648 if (typeless_format->id == WINED3DFMT_UNKNOWN)
1650 ERR("Typeless format %s (%#x) not found.\n",
1651 debug_d3dformat(typed_formats[i].typeless_id), typed_formats[i].typeless_id);
1652 goto fail;
1655 format->id = typed_formats[i].id;
1656 format->red_size = typeless_format->red_size;
1657 format->green_size = typeless_format->green_size;
1658 format->blue_size = typeless_format->blue_size;
1659 format->alpha_size = typeless_format->alpha_size;
1660 format->red_offset = typeless_format->red_offset;
1661 format->green_offset = typeless_format->green_offset;
1662 format->blue_offset = typeless_format->blue_offset;
1663 format->alpha_offset = typeless_format->alpha_offset;
1664 format->byte_count = typeless_format->byte_count;
1665 format->depth_size = typeless_format->depth_size;
1666 format->stencil_size = typeless_format->stencil_size;
1667 format->block_width = typeless_format->block_width;
1668 format->block_height = typeless_format->block_height;
1669 format->block_byte_count = typeless_format->block_byte_count;
1670 format->typeless_id = typeless_format->id;
1672 for (j = 0; j < strlen(typed_formats[i].channels); ++j)
1674 enum wined3d_channel_type channel_type = map_channel_type(typed_formats[i].channels[j]);
1675 if (channel_type == WINED3D_CHANNEL_TYPE_UINT || channel_type == WINED3D_CHANNEL_TYPE_SINT)
1676 flags |= WINED3DFMT_FLAG_INTEGER;
1677 if (channel_type == WINED3D_CHANNEL_TYPE_FLOAT)
1678 flags |= WINED3DFMT_FLAG_FLOAT;
1681 format_set_flag(format, flags);
1684 for (i = 0; i < ARRAY_SIZE(ddi_formats); ++i)
1686 int fmt_idx = get_format_idx(ddi_formats[i].id);
1688 if (fmt_idx == -1)
1690 ERR("Format %s (%#x) not found.\n", debug_d3dformat(ddi_formats[i].id), ddi_formats[i].id);
1691 goto fail;
1694 gl_info->formats[fmt_idx].ddi_format = ddi_formats[i].ddi_format;
1697 for (i = 0; i < ARRAY_SIZE(format_base_flags); ++i)
1699 int fmt_idx = get_format_idx(format_base_flags[i].id);
1701 if (fmt_idx == -1)
1703 ERR("Format %s (%#x) not found.\n",
1704 debug_d3dformat(format_base_flags[i].id), format_base_flags[i].id);
1705 goto fail;
1708 format_set_flag(&gl_info->formats[fmt_idx], format_base_flags[i].flags);
1711 return TRUE;
1713 fail:
1714 HeapFree(GetProcessHeap(), 0, gl_info->formats);
1715 return FALSE;
1718 static BOOL init_format_block_info(struct wined3d_gl_info *gl_info)
1720 unsigned int i;
1722 for (i = 0; i < (sizeof(format_block_info) / sizeof(*format_block_info)); ++i)
1724 struct wined3d_format *format;
1725 int fmt_idx = get_format_idx(format_block_info[i].id);
1727 if (fmt_idx == -1)
1729 ERR("Format %s (%#x) not found.\n",
1730 debug_d3dformat(format_block_info[i].id), format_block_info[i].id);
1731 return FALSE;
1734 format = &gl_info->formats[fmt_idx];
1735 format->block_width = format_block_info[i].block_width;
1736 format->block_height = format_block_info[i].block_height;
1737 format->block_byte_count = format_block_info[i].block_byte_count;
1738 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS);
1739 if (!format_block_info[i].verify)
1740 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_BLOCKS_NO_VERIFY);
1743 return TRUE;
1746 static GLenum wined3d_gl_type_to_enum(enum wined3d_gl_resource_type type)
1748 switch (type)
1750 case WINED3D_GL_RES_TYPE_TEX_1D:
1751 return GL_TEXTURE_1D;
1752 case WINED3D_GL_RES_TYPE_TEX_2D:
1753 return GL_TEXTURE_2D;
1754 case WINED3D_GL_RES_TYPE_TEX_3D:
1755 return GL_TEXTURE_3D;
1756 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1757 return GL_TEXTURE_CUBE_MAP_ARB;
1758 case WINED3D_GL_RES_TYPE_TEX_RECT:
1759 return GL_TEXTURE_RECTANGLE_ARB;
1760 case WINED3D_GL_RES_TYPE_BUFFER:
1761 return GL_TEXTURE_2D; /* TODO: GL_TEXTURE_BUFFER. */
1762 case WINED3D_GL_RES_TYPE_RB:
1763 return GL_RENDERBUFFER;
1764 case WINED3D_GL_RES_TYPE_COUNT:
1765 break;
1767 ERR("Unexpected GL resource type %u.\n", type);
1768 return 0;
1771 static void delete_fbo_attachment(const struct wined3d_gl_info *gl_info,
1772 enum wined3d_gl_resource_type d3d_type, GLuint object)
1774 switch (d3d_type)
1776 case WINED3D_GL_RES_TYPE_TEX_1D:
1777 case WINED3D_GL_RES_TYPE_TEX_2D:
1778 case WINED3D_GL_RES_TYPE_TEX_RECT:
1779 case WINED3D_GL_RES_TYPE_TEX_3D:
1780 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1781 gl_info->gl_ops.gl.p_glDeleteTextures(1, &object);
1782 break;
1784 case WINED3D_GL_RES_TYPE_RB:
1785 gl_info->fbo_ops.glDeleteRenderbuffers(1, &object);
1786 break;
1788 case WINED3D_GL_RES_TYPE_BUFFER:
1789 case WINED3D_GL_RES_TYPE_COUNT:
1790 break;
1794 /* Context activation is done by the caller. */
1795 static void create_and_bind_fbo_attachment(const struct wined3d_gl_info *gl_info, unsigned int flags,
1796 enum wined3d_gl_resource_type d3d_type, GLuint *object, GLenum internal, GLenum format, GLenum type)
1798 GLenum attach_type = flags & WINED3DFMT_FLAG_DEPTH ?
1799 GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
1801 switch (d3d_type)
1803 case WINED3D_GL_RES_TYPE_TEX_1D:
1804 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1805 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, *object);
1806 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, internal, 16, 0, format, type, NULL);
1807 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1808 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1810 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, attach_type, GL_TEXTURE_1D,
1811 *object, 0);
1812 if (flags & WINED3DFMT_FLAG_STENCIL)
1813 gl_info->fbo_ops.glFramebufferTexture1D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_1D,
1814 *object, 0);
1815 break;
1817 case WINED3D_GL_RES_TYPE_TEX_2D:
1818 case WINED3D_GL_RES_TYPE_TEX_RECT:
1819 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1820 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(d3d_type), *object);
1821 gl_info->gl_ops.gl.p_glTexImage2D(wined3d_gl_type_to_enum(d3d_type), 0, internal, 16, 16, 0,
1822 format, type, NULL);
1823 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1824 gl_info->gl_ops.gl.p_glTexParameteri(wined3d_gl_type_to_enum(d3d_type), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1826 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1827 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1828 if (flags & WINED3DFMT_FLAG_STENCIL)
1829 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1830 wined3d_gl_type_to_enum(d3d_type), *object, 0);
1831 break;
1833 case WINED3D_GL_RES_TYPE_TEX_3D:
1834 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1835 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, *object);
1836 GL_EXTCALL(glTexImage3D)(GL_TEXTURE_3D, 0, internal, 16, 16, 16, 0,
1837 format, type, NULL);
1838 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1839 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1841 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, attach_type,
1842 GL_TEXTURE_3D, *object, 0, 0);
1843 if (flags & WINED3DFMT_FLAG_STENCIL)
1844 gl_info->fbo_ops.glFramebufferTexture3D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1845 GL_TEXTURE_3D, *object, 0, 0);
1846 break;
1848 case WINED3D_GL_RES_TYPE_TEX_CUBE:
1849 gl_info->gl_ops.gl.p_glGenTextures(1, object);
1850 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, *object);
1851 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, internal, 16, 16, 0,
1852 format, type, NULL);
1853 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 0, internal, 16, 16, 0,
1854 format, type, NULL);
1855 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 0, internal, 16, 16, 0,
1856 format, type, NULL);
1857 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 0, internal, 16, 16, 0,
1858 format, type, NULL);
1859 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 0, internal, 16, 16, 0,
1860 format, type, NULL);
1861 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 0, internal, 16, 16, 0,
1862 format, type, NULL);
1863 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1864 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1866 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, attach_type,
1867 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1868 if (flags & WINED3DFMT_FLAG_STENCIL)
1869 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
1870 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, *object, 0);
1871 break;
1873 case WINED3D_GL_RES_TYPE_RB:
1874 gl_info->fbo_ops.glGenRenderbuffers(1, object);
1875 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, *object);
1876 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, internal, 16, 16);
1877 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, attach_type, GL_RENDERBUFFER,
1878 *object);
1879 if (flags & WINED3DFMT_FLAG_STENCIL)
1880 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER,
1881 *object);
1882 break;
1884 case WINED3D_GL_RES_TYPE_BUFFER:
1885 case WINED3D_GL_RES_TYPE_COUNT:
1886 break;
1889 /* Ideally we'd skip all formats already known not to work on textures
1890 * by checking for WINED3DFMT_FLAG_TEXTURE here. However, we want to
1891 * know if we can attach WINED3DFMT_P8_UINT textures to FBOs, and this
1892 * format never has WINED3DFMT_FLAG_TEXTURE set. Instead, swallow GL
1893 * errors generated by invalid formats. */
1894 while (gl_info->gl_ops.gl.p_glGetError());
1897 static void draw_test_quad(struct wined3d_caps_gl_ctx *ctx, const struct wined3d_vec3 *geometry,
1898 const struct wined3d_color *color)
1900 const struct wined3d_gl_info *gl_info = ctx->gl_info;
1901 static const struct wined3d_vec3 default_geometry[] =
1903 {-1.0f, -1.0f, 0.0f},
1904 { 1.0f, -1.0f, 0.0f},
1905 {-1.0f, 1.0f, 0.0f},
1906 { 1.0f, 1.0f, 0.0f},
1908 static const char vs_core_header[] =
1909 "#version 150\n"
1910 "in vec4 pos;\n"
1911 "in vec4 color;\n"
1912 "out vec4 out_color;\n"
1913 "\n";
1914 static const char vs_legacy_header[] =
1915 "#version 120\n"
1916 "attribute vec4 pos;\n"
1917 "attribute vec4 color;\n"
1918 "varying vec4 out_color;\n"
1919 "\n";
1920 static const char vs_body[] =
1921 "void main()\n"
1922 "{\n"
1923 " gl_Position = pos;\n"
1924 " out_color = color;\n"
1925 "}\n";
1926 static const char fs_core[] =
1927 "#version 150\n"
1928 "in vec4 out_color;\n"
1929 "out vec4 fragment_color;\n"
1930 "\n"
1931 "void main()\n"
1932 "{\n"
1933 " fragment_color = out_color;\n"
1934 "}\n";
1935 static const char fs_legacy[] =
1936 "#version 120\n"
1937 "varying vec4 out_color;\n"
1938 "\n"
1939 "void main()\n"
1940 "{\n"
1941 " gl_FragData[0] = out_color;\n"
1942 "}\n";
1943 const char *source[2];
1944 GLuint vs_id, fs_id;
1945 unsigned int i;
1947 if (!geometry)
1948 geometry = default_geometry;
1950 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] || !gl_info->supported[ARB_VERTEX_SHADER]
1951 || !gl_info->supported[ARB_FRAGMENT_SHADER])
1953 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
1954 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
1955 gl_info->gl_ops.gl.p_glLoadIdentity();
1956 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
1957 gl_info->gl_ops.gl.p_glLoadIdentity();
1959 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
1960 gl_info->gl_ops.gl.p_glColor4f(color->r, color->g, color->b, color->a);
1961 for (i = 0; i < 4; ++i)
1962 gl_info->gl_ops.gl.p_glVertex3fv(&geometry[i].x);
1963 gl_info->gl_ops.gl.p_glEnd();
1964 checkGLcall("Drawing a quad");
1965 return;
1968 if (!ctx->test_vbo)
1969 GL_EXTCALL(glGenBuffers(1, &ctx->test_vbo));
1970 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, ctx->test_vbo));
1971 GL_EXTCALL(glBufferData(GL_ARRAY_BUFFER, sizeof(struct wined3d_vec3) * 4, geometry, GL_STREAM_DRAW));
1972 GL_EXTCALL(glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 0, NULL));
1973 GL_EXTCALL(glVertexAttrib4f(1, color->r, color->g, color->b, color->a));
1974 GL_EXTCALL(glEnableVertexAttribArray(0));
1975 GL_EXTCALL(glDisableVertexAttribArray(1));
1977 if (!ctx->test_program_id)
1979 ctx->test_program_id = GL_EXTCALL(glCreateProgram());
1981 vs_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
1982 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? vs_legacy_header : vs_core_header;
1983 source[1] = vs_body;
1984 GL_EXTCALL(glShaderSource(vs_id, 2, source, NULL));
1985 GL_EXTCALL(glAttachShader(ctx->test_program_id, vs_id));
1986 GL_EXTCALL(glDeleteShader(vs_id));
1988 fs_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
1989 source[0] = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? fs_legacy : fs_core;
1990 GL_EXTCALL(glShaderSource(fs_id, 1, source, NULL));
1991 GL_EXTCALL(glAttachShader(ctx->test_program_id, fs_id));
1992 GL_EXTCALL(glDeleteShader(fs_id));
1994 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 0, "pos"));
1995 GL_EXTCALL(glBindAttribLocation(ctx->test_program_id, 1, "color"));
1997 GL_EXTCALL(glCompileShader(vs_id));
1998 print_glsl_info_log(gl_info, vs_id, FALSE);
1999 GL_EXTCALL(glCompileShader(fs_id));
2000 print_glsl_info_log(gl_info, fs_id, FALSE);
2001 GL_EXTCALL(glLinkProgram(ctx->test_program_id));
2002 shader_glsl_validate_link(gl_info, ctx->test_program_id);
2004 GL_EXTCALL(glUseProgram(ctx->test_program_id));
2006 gl_info->gl_ops.gl.p_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
2008 GL_EXTCALL(glUseProgram(0));
2009 GL_EXTCALL(glDisableVertexAttribArray(0));
2010 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
2011 checkGLcall("Drawing a quad");
2014 /* Context activation is done by the caller. */
2015 static void check_fbo_compat(struct wined3d_caps_gl_ctx *ctx, struct wined3d_format *format)
2017 /* Check if the default internal format is supported as a frame buffer
2018 * target, otherwise fall back to the render target internal.
2020 * Try to stick to the standard format if possible, this limits precision differences. */
2021 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 1.0f};
2022 static const struct wined3d_color half_transparent_red = {1.0f, 0.0f, 0.0f, 0.5f};
2023 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2024 GLenum status, rt_internal = format->rtInternal;
2025 GLuint object, color_rb;
2026 enum wined3d_gl_resource_type type;
2027 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2029 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2031 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2033 const char *type_string = "color";
2035 if (type == WINED3D_GL_RES_TYPE_BUFFER)
2036 continue;
2038 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glInternal,
2039 format->glFormat, format->glType);
2041 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2043 gl_info->fbo_ops.glGenRenderbuffers(1, &color_rb);
2044 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, color_rb);
2045 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2046 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 1);
2047 else
2048 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, 16, 16);
2050 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER,
2051 GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_rb);
2052 checkGLcall("Create and attach color rb attachment");
2053 type_string = "depth / stencil";
2056 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2057 checkGLcall("Framebuffer format check");
2059 if (status == GL_FRAMEBUFFER_COMPLETE)
2061 TRACE("Format %s is supported as FBO %s attachment, type %u.\n",
2062 debug_d3dformat(format->id), type_string, type);
2063 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2064 format->rtInternal = format->glInternal;
2065 regular_fmt_used = TRUE;
2067 else
2069 if (!rt_internal)
2071 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2073 WARN("Format %s with rendertarget flag is not supported as FBO color attachment (type %u),"
2074 " and no fallback specified.\n", debug_d3dformat(format->id), type);
2075 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2077 else
2079 TRACE("Format %s is not supported as FBO %s attachment, type %u.\n",
2080 debug_d3dformat(format->id), type_string, type);
2082 format->rtInternal = format->glInternal;
2084 else
2086 TRACE("Format %s is not supported as FBO %s attachment (type %u),"
2087 " trying rtInternal format as fallback.\n",
2088 debug_d3dformat(format->id), type_string, type);
2090 while (gl_info->gl_ops.gl.p_glGetError());
2092 delete_fbo_attachment(gl_info, type, object);
2093 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->rtInternal,
2094 format->glFormat, format->glType);
2096 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2097 checkGLcall("Framebuffer format check");
2099 if (status == GL_FRAMEBUFFER_COMPLETE)
2101 TRACE("Format %s rtInternal format is supported as FBO %s attachment, type %u.\n",
2102 debug_d3dformat(format->id), type_string, type);
2103 fallback_fmt_used = TRUE;
2105 else
2107 WARN("Format %s rtInternal format is not supported as FBO %s attachment, type %u.\n",
2108 debug_d3dformat(format->id), type_string, type);
2109 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2114 if (status == GL_FRAMEBUFFER_COMPLETE
2115 && ((format->flags[type] & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2116 || !(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2117 && !(format->flags[type] & WINED3DFMT_FLAG_INTEGER)
2118 && format->id != WINED3DFMT_NULL && format->id != WINED3DFMT_P8_UINT
2119 && format->glFormat != GL_LUMINANCE && format->glFormat != GL_LUMINANCE_ALPHA
2120 && (format->red_size || format->alpha_size))
2122 DWORD readback[16 * 16 * 16], color, r_range, a_range;
2123 BYTE r, a;
2124 BOOL match = TRUE;
2125 GLuint rb;
2127 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2128 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2130 gl_info->fbo_ops.glGenRenderbuffers(1, &rb);
2131 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, rb);
2132 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2133 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 1);
2134 else
2135 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 16, 16);
2136 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb);
2137 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb);
2138 checkGLcall("RB attachment");
2141 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2142 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
2143 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2144 if (gl_info->gl_ops.gl.p_glGetError() == GL_INVALID_FRAMEBUFFER_OPERATION)
2146 while (gl_info->gl_ops.gl.p_glGetError());
2147 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2148 debug_d3dformat(format->id), type);
2149 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2151 else
2153 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2154 if (type == WINED3D_GL_RES_TYPE_TEX_1D)
2155 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2156 else
2157 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 16);
2158 gl_info->gl_ops.gl.p_glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2160 draw_test_quad(ctx, NULL, &black);
2162 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
2164 draw_test_quad(ctx, NULL, &half_transparent_red);
2166 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
2168 switch (type)
2170 case WINED3D_GL_RES_TYPE_TEX_1D:
2171 /* Rebinding texture to workaround a fglrx bug. */
2172 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, object);
2173 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_1D, 0, GL_BGRA,
2174 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2175 color = readback[7];
2176 break;
2178 case WINED3D_GL_RES_TYPE_TEX_2D:
2179 case WINED3D_GL_RES_TYPE_TEX_3D:
2180 case WINED3D_GL_RES_TYPE_TEX_RECT:
2181 /* Rebinding texture to workaround a fglrx bug. */
2182 gl_info->gl_ops.gl.p_glBindTexture(wined3d_gl_type_to_enum(type), object);
2183 gl_info->gl_ops.gl.p_glGetTexImage(wined3d_gl_type_to_enum(type), 0, GL_BGRA,
2184 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2185 color = readback[7 * 16 + 7];
2186 break;
2188 case WINED3D_GL_RES_TYPE_TEX_CUBE:
2189 /* Rebinding texture to workaround a fglrx bug. */
2190 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, object);
2191 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_BGRA,
2192 GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2193 color = readback[7 * 16 + 7];
2194 break;
2196 case WINED3D_GL_RES_TYPE_RB:
2197 gl_info->gl_ops.gl.p_glReadPixels(0, 0, 16, 16,
2198 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2199 color = readback[7 * 16 + 7];
2200 break;
2202 case WINED3D_GL_RES_TYPE_BUFFER:
2203 case WINED3D_GL_RES_TYPE_COUNT:
2204 color = 0;
2205 break;
2207 checkGLcall("Post-pixelshader blending check");
2209 a = color >> 24;
2210 r = (color & 0x00ff0000u) >> 16;
2212 r_range = format->red_size < 8 ? 1u << (8 - format->red_size) : 1;
2213 a_range = format->alpha_size < 8 ? 1u << (8 - format->alpha_size) : 1;
2214 if (format->red_size && (r < 0x7f - r_range || r > 0x7f + r_range))
2215 match = FALSE;
2216 else if (format->alpha_size > 1 && (a < 0xbf - a_range || a > 0xbf + a_range))
2217 match = FALSE;
2218 if (!match)
2220 TRACE("Format %s doesn't support post-pixelshader blending, type %u.\n",
2221 debug_d3dformat(format->id), type);
2222 TRACE("Color output: %#x\n", color);
2223 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2225 else
2227 TRACE("Format %s supports post-pixelshader blending, type %u.\n",
2228 debug_d3dformat(format->id), type);
2229 TRACE("Color output: %#x\n", color);
2230 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2234 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT]
2235 || gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
2237 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
2238 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
2239 gl_info->fbo_ops.glDeleteRenderbuffers(1, &rb);
2240 checkGLcall("RB cleanup");
2244 if (format->glInternal != format->glGammaInternal)
2246 delete_fbo_attachment(gl_info, type, object);
2247 create_and_bind_fbo_attachment(gl_info, format->flags[type], type, &object, format->glGammaInternal,
2248 format->glFormat, format->glType);
2250 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
2251 checkGLcall("Framebuffer format check");
2253 if (status == GL_FRAMEBUFFER_COMPLETE)
2255 TRACE("Format %s's sRGB format is FBO attachable, type %u.\n",
2256 debug_d3dformat(format->id), type);
2257 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2259 else
2261 WARN("Format %s's sRGB format is not FBO attachable, type %u.\n",
2262 debug_d3dformat(format->id), type);
2265 else if (status == GL_FRAMEBUFFER_COMPLETE)
2266 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2268 if (format->flags[type] & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2270 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
2271 gl_info->fbo_ops.glDeleteRenderbuffers(1, &color_rb);
2274 delete_fbo_attachment(gl_info, type, object);
2275 checkGLcall("Framebuffer format check cleaup");
2278 if (fallback_fmt_used && regular_fmt_used)
2280 FIXME("Format %s needs different render target formats for different resource types.\n",
2281 debug_d3dformat(format->id));
2282 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2283 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2287 static void query_format_flag(struct wined3d_gl_info *gl_info, struct wined3d_format *format,
2288 GLint internal, GLenum pname, DWORD flag, const char *string)
2290 GLint value;
2291 enum wined3d_gl_resource_type type;
2293 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2295 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type), internal, pname, 1, &value);
2296 if (value == GL_FULL_SUPPORT)
2298 TRACE("Format %s supports %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2299 format->flags[type] |= flag;
2301 else
2303 TRACE("Format %s doesn't support %s, resource type %u.\n", debug_d3dformat(format->id), string, type);
2304 format->flags[type] &= ~flag;
2309 /* Context activation is done by the caller. */
2310 static void init_format_fbo_compat_info(struct wined3d_caps_gl_ctx *ctx)
2312 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2313 unsigned int i, type;
2314 GLuint fbo;
2316 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2318 for (i = 0; i < gl_info->format_count; ++i)
2320 GLint value;
2321 struct wined3d_format *format = &gl_info->formats[i];
2322 BOOL fallback_fmt_used = FALSE, regular_fmt_used = FALSE;
2323 GLenum rt_internal = format->rtInternal;
2325 if (!format->glInternal)
2326 continue;
2328 for (type = 0; type < ARRAY_SIZE(format->flags); ++type)
2330 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2331 format->glInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2332 if (value == GL_FULL_SUPPORT)
2334 TRACE("Format %s is supported as FBO color attachment, resource type %u.\n",
2335 debug_d3dformat(format->id), type);
2336 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
2337 format->rtInternal = format->glInternal;
2338 regular_fmt_used = TRUE;
2340 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2341 format->glInternal, GL_FRAMEBUFFER_BLEND, 1, &value);
2342 if (value == GL_FULL_SUPPORT)
2344 TRACE("Format %s supports post-pixelshader blending, resource type %u.\n",
2345 debug_d3dformat(format->id), type);
2346 format->flags[type] |= WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2348 else
2350 TRACE("Format %s doesn't support post-pixelshader blending, resource typed %u.\n",
2351 debug_d3dformat(format->id), type);
2352 format->flags[type] &= ~WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING;
2355 else
2357 if (!rt_internal)
2359 if (format->flags[type] & WINED3DFMT_FLAG_RENDERTARGET)
2361 WARN("Format %s with rendertarget flag is not supported as FBO color attachment"
2362 " and no fallback specified, resource type %u.\n",
2363 debug_d3dformat(format->id), type);
2364 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2366 else
2367 TRACE("Format %s is not supported as FBO color attachment,"
2368 " resource type %u.\n", debug_d3dformat(format->id), type);
2369 format->rtInternal = format->glInternal;
2371 else
2373 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2374 rt_internal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2375 if (value == GL_FULL_SUPPORT)
2377 TRACE("Format %s rtInternal format is supported as FBO color attachment,"
2378 " resource type %u.\n", debug_d3dformat(format->id), type);
2379 fallback_fmt_used = TRUE;
2381 else
2383 WARN("Format %s rtInternal format is not supported as FBO color attachment,"
2384 " resource type %u.\n", debug_d3dformat(format->id), type);
2385 format->flags[type] &= ~WINED3DFMT_FLAG_RENDERTARGET;
2390 if (format->glInternal != format->glGammaInternal)
2392 gl_info->gl_ops.ext.p_glGetInternalformativ(wined3d_gl_type_to_enum(type),
2393 format->glGammaInternal, GL_FRAMEBUFFER_RENDERABLE, 1, &value);
2394 if (value == GL_FULL_SUPPORT)
2396 TRACE("Format %s's sRGB format is FBO attachable, resource type %u.\n",
2397 debug_d3dformat(format->id), type);
2398 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2400 else
2402 WARN("Format %s's sRGB format is not FBO attachable, resource type %u.\n",
2403 debug_d3dformat(format->id), type);
2406 else if (format->flags[type] & WINED3DFMT_FLAG_FBO_ATTACHABLE)
2407 format->flags[type] |= WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB;
2410 if (fallback_fmt_used && regular_fmt_used)
2412 FIXME("Format %s needs different render target formats for different resource types.\n",
2413 debug_d3dformat(format->id));
2414 format_clear_flag(format, WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_FBO_ATTACHABLE
2415 | WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB | WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING);
2418 return;
2421 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2423 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2424 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2425 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2426 gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);
2429 for (i = 0; i < gl_info->format_count; ++i)
2431 struct wined3d_format *format = &gl_info->formats[i];
2433 if (!format->glInternal) continue;
2435 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
2437 TRACE("Skipping format %s because it's a compressed format.\n",
2438 debug_d3dformat(format->id));
2439 continue;
2442 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2444 TRACE("Checking if format %s is supported as FBO color attachment...\n", debug_d3dformat(format->id));
2445 check_fbo_compat(ctx, format);
2447 else
2449 format->rtInternal = format->glInternal;
2453 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2454 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2457 static GLenum lookup_gl_view_class(GLenum internal_format)
2459 static const struct
2461 GLenum internal_format;
2462 GLenum view_class;
2464 view_classes[] =
2466 /* 128-bit */
2467 {GL_RGBA32F, GL_VIEW_CLASS_128_BITS},
2468 {GL_RGBA32UI, GL_VIEW_CLASS_128_BITS},
2469 {GL_RGBA32I, GL_VIEW_CLASS_128_BITS},
2470 /* 96-bit */
2471 {GL_RGB32F, GL_VIEW_CLASS_96_BITS},
2472 {GL_RGB32UI, GL_VIEW_CLASS_96_BITS},
2473 {GL_RGB32I, GL_VIEW_CLASS_96_BITS},
2474 /* 64-bit */
2475 {GL_RGBA16F, GL_VIEW_CLASS_64_BITS},
2476 {GL_RG32F, GL_VIEW_CLASS_64_BITS},
2477 {GL_RGBA16UI, GL_VIEW_CLASS_64_BITS},
2478 {GL_RG32UI, GL_VIEW_CLASS_64_BITS},
2479 {GL_RGBA16I, GL_VIEW_CLASS_64_BITS},
2480 {GL_RG32I, GL_VIEW_CLASS_64_BITS},
2481 {GL_RGBA16, GL_VIEW_CLASS_64_BITS},
2482 {GL_RGBA16_SNORM, GL_VIEW_CLASS_64_BITS},
2483 /* 48-bit */
2484 {GL_RGB16, GL_VIEW_CLASS_48_BITS},
2485 {GL_RGB16_SNORM, GL_VIEW_CLASS_48_BITS},
2486 {GL_RGB16F, GL_VIEW_CLASS_48_BITS},
2487 {GL_RGB16UI, GL_VIEW_CLASS_48_BITS},
2488 {GL_RGB16I, GL_VIEW_CLASS_48_BITS},
2489 /* 32-bit */
2490 {GL_RG16F, GL_VIEW_CLASS_32_BITS},
2491 {GL_R11F_G11F_B10F, GL_VIEW_CLASS_32_BITS},
2492 {GL_R32F, GL_VIEW_CLASS_32_BITS},
2493 {GL_RGB10_A2UI, GL_VIEW_CLASS_32_BITS},
2494 {GL_RGBA8UI, GL_VIEW_CLASS_32_BITS},
2495 {GL_RG16UI, GL_VIEW_CLASS_32_BITS},
2496 {GL_R32UI, GL_VIEW_CLASS_32_BITS},
2497 {GL_RGBA8I, GL_VIEW_CLASS_32_BITS},
2498 {GL_RG16I, GL_VIEW_CLASS_32_BITS},
2499 {GL_R32I, GL_VIEW_CLASS_32_BITS},
2500 {GL_RGB10_A2, GL_VIEW_CLASS_32_BITS},
2501 {GL_RGBA8, GL_VIEW_CLASS_32_BITS},
2502 {GL_RG16, GL_VIEW_CLASS_32_BITS},
2503 {GL_RGBA8_SNORM, GL_VIEW_CLASS_32_BITS},
2504 {GL_RG16_SNORM, GL_VIEW_CLASS_32_BITS},
2505 {GL_SRGB8_ALPHA8, GL_VIEW_CLASS_32_BITS},
2506 {GL_RGB9_E5, GL_VIEW_CLASS_32_BITS},
2507 /* 24-bit */
2508 {GL_RGB8, GL_VIEW_CLASS_24_BITS},
2509 {GL_RGB8_SNORM, GL_VIEW_CLASS_24_BITS},
2510 {GL_SRGB8, GL_VIEW_CLASS_24_BITS},
2511 {GL_RGB8UI, GL_VIEW_CLASS_24_BITS},
2512 {GL_RGB8I, GL_VIEW_CLASS_24_BITS},
2513 /* 16-bit */
2514 {GL_R16F, GL_VIEW_CLASS_16_BITS},
2515 {GL_RG8UI, GL_VIEW_CLASS_16_BITS},
2516 {GL_R16UI, GL_VIEW_CLASS_16_BITS},
2517 {GL_RG8I, GL_VIEW_CLASS_16_BITS},
2518 {GL_R16I, GL_VIEW_CLASS_16_BITS},
2519 {GL_RG8, GL_VIEW_CLASS_16_BITS},
2520 {GL_R16, GL_VIEW_CLASS_16_BITS},
2521 {GL_RG8_SNORM, GL_VIEW_CLASS_16_BITS},
2522 {GL_R16_SNORM, GL_VIEW_CLASS_16_BITS},
2523 /* 8-bit */
2524 {GL_R8UI, GL_VIEW_CLASS_8_BITS},
2525 {GL_R8I, GL_VIEW_CLASS_8_BITS},
2526 {GL_R8, GL_VIEW_CLASS_8_BITS},
2527 {GL_R8_SNORM, GL_VIEW_CLASS_8_BITS},
2529 /* RGTC1 */
2530 {GL_COMPRESSED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2531 {GL_COMPRESSED_SIGNED_RED_RGTC1, GL_VIEW_CLASS_RGTC1_RED},
2532 /* RGTC2 */
2533 {GL_COMPRESSED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2534 {GL_COMPRESSED_SIGNED_RG_RGTC2, GL_VIEW_CLASS_RGTC2_RG},
2536 /* BPTC unorm */
2537 {GL_COMPRESSED_RGBA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2538 {GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM, GL_VIEW_CLASS_BPTC_UNORM},
2539 /* BPTC float */
2540 {GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2541 {GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT, GL_VIEW_CLASS_BPTC_FLOAT},
2543 /* DXT1 RGB */
2544 {GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2545 {GL_COMPRESSED_SRGB_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGB},
2546 /* DXT1 RGBA */
2547 {GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2548 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT, GL_VIEW_CLASS_S3TC_DXT1_RGBA},
2549 /* DXT3 */
2550 {GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2551 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT, GL_VIEW_CLASS_S3TC_DXT3_RGBA},
2552 /* DXT5 */
2553 {GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2554 {GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT, GL_VIEW_CLASS_S3TC_DXT5_RGBA},
2557 unsigned int i;
2559 for (i = 0; i < ARRAY_SIZE(view_classes); ++i)
2561 if (view_classes[i].internal_format == internal_format)
2562 return view_classes[i].view_class;
2565 return GL_NONE;
2568 static void query_view_class(struct wined3d_format *format)
2570 GLenum internal_view_class, gamma_view_class, rt_view_class;
2572 internal_view_class = lookup_gl_view_class(format->glInternal);
2573 gamma_view_class = lookup_gl_view_class(format->glGammaInternal);
2574 rt_view_class = lookup_gl_view_class(format->rtInternal);
2576 if (internal_view_class == gamma_view_class || gamma_view_class == rt_view_class)
2578 format->gl_view_class = internal_view_class;
2579 TRACE("Format %s is member of GL view class %#x.\n",
2580 debug_d3dformat(format->id), format->gl_view_class);
2582 else
2584 format->gl_view_class = GL_NONE;
2588 static void query_internal_format(struct wined3d_adapter *adapter,
2589 struct wined3d_format *format, const struct wined3d_format_texture_info *texture_info,
2590 struct wined3d_gl_info *gl_info, BOOL srgb_write_supported, BOOL srgb_format)
2592 GLint count, multisample_types[MAX_MULTISAMPLE_TYPES];
2593 unsigned int i, max_log2;
2595 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2597 query_format_flag(gl_info, format, format->glInternal, GL_VERTEX_TEXTURE,
2598 WINED3DFMT_FLAG_VTF, "vertex texture usage");
2599 query_format_flag(gl_info, format, format->glInternal, GL_FILTER,
2600 WINED3DFMT_FLAG_FILTERING, "filtering");
2602 if (srgb_format || format->glGammaInternal != format->glInternal)
2604 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_READ,
2605 WINED3DFMT_FLAG_SRGB_READ, "sRGB read");
2607 if (srgb_write_supported)
2608 query_format_flag(gl_info, format, format->glGammaInternal, GL_SRGB_WRITE,
2609 WINED3DFMT_FLAG_SRGB_WRITE, "sRGB write");
2610 else
2611 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2613 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
2614 format->glGammaInternal = format->glInternal;
2615 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2616 format->glInternal = format->glGammaInternal;
2619 else
2621 if (!gl_info->limits.vertex_samplers)
2622 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2624 if (!(gl_info->quirks & WINED3D_QUIRK_LIMITED_TEX_FILTERING))
2625 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2626 else if (format->id != WINED3DFMT_R32G32B32A32_FLOAT && format->id != WINED3DFMT_R32_FLOAT)
2627 format_clear_flag(format, WINED3DFMT_FLAG_VTF);
2629 if (srgb_format || format->glGammaInternal != format->glInternal)
2631 /* Filter sRGB capabilities if EXT_texture_sRGB is not supported. */
2632 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2634 format->glGammaInternal = format->glInternal;
2635 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2637 else if (gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
2639 format->glInternal = format->glGammaInternal;
2643 if ((format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_SRGB_WRITE) && !srgb_write_supported)
2644 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_WRITE);
2646 if (!gl_info->supported[ARB_DEPTH_TEXTURE]
2647 && texture_info->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2649 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] &= ~WINED3DFMT_FLAG_TEXTURE;
2650 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] &= ~WINED3DFMT_FLAG_TEXTURE;
2651 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
2652 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] &= ~WINED3DFMT_FLAG_TEXTURE;
2653 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] &= ~WINED3DFMT_FLAG_TEXTURE;
2657 query_view_class(format);
2659 if (format->glInternal && format->flags[WINED3D_GL_RES_TYPE_RB]
2660 & (WINED3DFMT_FLAG_RENDERTARGET | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
2662 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY])
2664 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2665 GL_NUM_SAMPLE_COUNTS, 1, &count));
2666 checkGLcall("glGetInternalformativ(GL_NUM_SAMPLE_COUNTS)");
2667 count = min(count, MAX_MULTISAMPLE_TYPES);
2668 GL_EXTCALL(glGetInternalformativ(GL_RENDERBUFFER, format->glInternal,
2669 GL_SAMPLES, count, multisample_types));
2670 checkGLcall("glGetInternalformativ(GL_SAMPLES)");
2671 for (i = 0; i < count; ++i)
2673 if (multisample_types[i] > sizeof(format->multisample_types) * 8)
2674 continue;
2675 format->multisample_types |= 1u << (multisample_types[i] - 1);
2678 else
2680 max_log2 = wined3d_log2i(min(gl_info->limits.samples,
2681 sizeof(format->multisample_types) * 8));
2682 for (i = 1; i <= max_log2; ++i)
2683 format->multisample_types |= 1u << ((1u << i) - 1);
2688 static BOOL init_format_texture_info(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2690 struct fragment_caps fragment_caps;
2691 struct shader_caps shader_caps;
2692 unsigned int i, j;
2693 BOOL srgb_write;
2695 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2696 adapter->shader_backend->shader_get_caps(gl_info, &shader_caps);
2697 srgb_write = (fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_SRGB_WRITE)
2698 && (shader_caps.wined3d_caps & WINED3D_SHADER_CAP_SRGB_WRITE);
2700 for (i = 0; i < sizeof(format_texture_info) / sizeof(*format_texture_info); ++i)
2702 int srgb_fmt_idx = -1, fmt_idx = get_format_idx(format_texture_info[i].id);
2703 struct wined3d_format *format, *srgb_format;
2705 if (fmt_idx == -1)
2707 ERR("Format %s (%#x) not found.\n",
2708 debug_d3dformat(format_texture_info[i].id), format_texture_info[i].id);
2709 return FALSE;
2712 if (!gl_info->supported[format_texture_info[i].extension]) continue;
2714 format = &gl_info->formats[fmt_idx];
2716 /* ARB_texture_rg defines floating point formats, but only if
2717 * ARB_texture_float is also supported. */
2718 if (!gl_info->supported[ARB_TEXTURE_FLOAT]
2719 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT))
2720 continue;
2722 /* ARB_texture_rg defines integer formats if EXT_texture_integer is also supported. */
2723 if (!gl_info->supported[EXT_TEXTURE_INTEGER]
2724 && (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_INTEGER))
2725 continue;
2727 format->glInternal = format_texture_info[i].gl_internal;
2728 format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2729 format->rtInternal = format_texture_info[i].gl_rt_internal;
2730 format->glFormat = format_texture_info[i].gl_format;
2731 format->glType = format_texture_info[i].gl_type;
2732 format->color_fixup = COLOR_FIXUP_IDENTITY;
2733 format->height_scale.numerator = 1;
2734 format->height_scale.denominator = 1;
2736 format->flags[WINED3D_GL_RES_TYPE_TEX_1D] |= format_texture_info[i].flags;
2737 format->flags[WINED3D_GL_RES_TYPE_TEX_2D] |= format_texture_info[i].flags;
2738 format->flags[WINED3D_GL_RES_TYPE_BUFFER] |= format_texture_info[i].flags;
2740 /* GL_ARB_depth_texture does not support 3D textures. It also says "cube textures are
2741 * problematic", but doesn't explicitly mandate that an error is generated. */
2742 if (gl_info->supported[EXT_TEXTURE3D]
2743 && !(format_texture_info[i].flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2744 format->flags[WINED3D_GL_RES_TYPE_TEX_3D] |= format_texture_info[i].flags;
2746 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2747 format->flags[WINED3D_GL_RES_TYPE_TEX_CUBE] |= format_texture_info[i].flags;
2749 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
2750 format->flags[WINED3D_GL_RES_TYPE_TEX_RECT] |= format_texture_info[i].flags;
2752 format->flags[WINED3D_GL_RES_TYPE_RB] |= format_texture_info[i].flags;
2753 format->flags[WINED3D_GL_RES_TYPE_RB] &= ~WINED3DFMT_FLAG_TEXTURE;
2755 if (format->glGammaInternal != format->glInternal
2756 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2758 format->glGammaInternal = format->glInternal;
2759 format_clear_flag(format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2762 query_internal_format(adapter, format, &format_texture_info[i], gl_info, srgb_write, FALSE);
2764 /* Texture conversion stuff */
2765 format->convert = format_texture_info[i].convert;
2766 format->conv_byte_count = format_texture_info[i].conv_byte_count;
2768 for (j = 0; j < sizeof(format_srgb_info) / sizeof(*format_srgb_info); ++j)
2770 if (format_srgb_info[j].base_format_id == format->id)
2772 srgb_fmt_idx = get_format_idx(format_srgb_info[j].srgb_format_id);
2773 if (srgb_fmt_idx == -1)
2775 ERR("Format %s (%#x) not found.\n",
2776 debug_d3dformat(format_srgb_info[j].srgb_format_id),
2777 format_srgb_info[j].srgb_format_id);
2778 return FALSE;
2780 break;
2784 if (srgb_fmt_idx == -1)
2785 continue;
2787 srgb_format = &gl_info->formats[srgb_fmt_idx];
2789 *srgb_format = *format;
2790 srgb_format->id = format_srgb_info[j].srgb_format_id;
2792 if (gl_info->supported[EXT_TEXTURE_SRGB]
2793 && !(adapter->d3d_info.wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL))
2795 srgb_format->glInternal = format_texture_info[i].gl_srgb_internal;
2796 srgb_format->glGammaInternal = format_texture_info[i].gl_srgb_internal;
2797 format_set_flag(srgb_format, WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
2798 query_internal_format(adapter, srgb_format, &format_texture_info[i], gl_info, srgb_write, TRUE);
2802 return TRUE;
2805 static BOOL color_match(DWORD c1, DWORD c2, BYTE max_diff)
2807 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2808 c1 >>= 8; c2 >>= 8;
2809 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2810 c1 >>= 8; c2 >>= 8;
2811 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2812 c1 >>= 8; c2 >>= 8;
2813 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
2814 return TRUE;
2817 /* A context is provided by the caller */
2818 static BOOL check_filter(const struct wined3d_gl_info *gl_info, GLenum internal)
2820 static const DWORD data[] = {0x00000000, 0xffffffff};
2821 GLuint tex, fbo, buffer;
2822 DWORD readback[16 * 1];
2823 BOOL ret = FALSE;
2825 /* Render a filtered texture and see what happens. This is intended to detect the lack of
2826 * float16 filtering on ATI X1000 class cards. The drivers disable filtering instead of
2827 * falling back to software. If this changes in the future this code will get fooled and
2828 * apps might hit the software path due to incorrectly advertised caps.
2830 * Its unlikely that this changes however. GL Games like Mass Effect depend on the filter
2831 * disable fallback, if Apple or ATI ever change the driver behavior they will break more
2832 * than Wine. The Linux binary <= r500 driver is not maintained any more anyway
2835 while (gl_info->gl_ops.gl.p_glGetError());
2837 gl_info->gl_ops.gl.p_glGenTextures(1, &buffer);
2838 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2839 memset(readback, 0x7e, sizeof(readback));
2840 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 16, 1, 0,
2841 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, readback);
2842 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2843 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2844 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2845 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2846 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2848 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
2849 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
2850 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, internal, 2, 1, 0,
2851 GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
2852 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2853 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
2854 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2855 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2856 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
2857 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
2859 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
2860 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2861 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer, 0);
2862 gl_info->gl_ops.gl.p_glDrawBuffer(GL_COLOR_ATTACHMENT0);
2864 gl_info->gl_ops.gl.p_glViewport(0, 0, 16, 1);
2865 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
2866 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
2867 gl_info->gl_ops.gl.p_glLoadIdentity();
2868 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
2869 gl_info->gl_ops.gl.p_glLoadIdentity();
2871 gl_info->gl_ops.gl.p_glClearColor(0, 1, 0, 0);
2872 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
2874 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
2875 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 0.0);
2876 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, -1.0f);
2877 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 0.0);
2878 gl_info->gl_ops.gl.p_glVertex2f(1.0f, -1.0f);
2879 gl_info->gl_ops.gl.p_glTexCoord2f(0.0, 1.0);
2880 gl_info->gl_ops.gl.p_glVertex2f(-1.0f, 1.0f);
2881 gl_info->gl_ops.gl.p_glTexCoord2f(1.0, 1.0);
2882 gl_info->gl_ops.gl.p_glVertex2f(1.0f, 1.0f);
2883 gl_info->gl_ops.gl.p_glEnd();
2885 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, buffer);
2886 memset(readback, 0x7f, sizeof(readback));
2887 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
2888 if (color_match(readback[6], 0xffffffff, 5) || color_match(readback[6], 0x00000000, 5)
2889 || color_match(readback[9], 0xffffffff, 5) || color_match(readback[9], 0x00000000, 5))
2891 TRACE("Read back colors 0x%08x and 0x%08x close to unfiltered color, assuming no filtering\n",
2892 readback[6], readback[9]);
2893 ret = FALSE;
2895 else
2897 TRACE("Read back colors are 0x%08x and 0x%08x, assuming texture is filtered\n",
2898 readback[6], readback[9]);
2899 ret = TRUE;
2902 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
2903 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
2904 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
2905 gl_info->gl_ops.gl.p_glDeleteTextures(1, &buffer);
2907 if (gl_info->gl_ops.gl.p_glGetError())
2909 FIXME("Error during filtering test for format %x, returning no filtering\n", internal);
2910 ret = FALSE;
2913 return ret;
2916 static void init_format_filter_info(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor)
2918 struct wined3d_format *format;
2919 unsigned int fmt_idx, i;
2920 static const enum wined3d_format_id fmts16[] =
2922 WINED3DFMT_R16_FLOAT,
2923 WINED3DFMT_R16G16_FLOAT,
2924 WINED3DFMT_R16G16B16A16_FLOAT,
2926 BOOL filtered;
2928 if (gl_info->supported[ARB_INTERNALFORMAT_QUERY2])
2929 /* This was already handled by init_format_texture_info(). */
2930 return;
2932 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
2933 || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2935 WARN("No FBO support, or no FBO ORM, guessing filter info from GL caps\n");
2936 if (vendor == HW_VENDOR_NVIDIA && gl_info->supported[ARB_TEXTURE_FLOAT])
2938 TRACE("Nvidia card with texture_float support: Assuming float16 blending\n");
2939 filtered = TRUE;
2941 else if (gl_info->limits.glsl_varyings > 44)
2943 TRACE("More than 44 GLSL varyings - assuming d3d10 card with float16 blending\n");
2944 filtered = TRUE;
2946 else
2948 TRACE("Assuming no float16 blending\n");
2949 filtered = FALSE;
2952 if(filtered)
2954 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2956 fmt_idx = get_format_idx(fmts16[i]);
2957 format_set_flag(&gl_info->formats[fmt_idx], WINED3DFMT_FLAG_FILTERING);
2960 return;
2963 for(i = 0; i < (sizeof(fmts16) / sizeof(*fmts16)); i++)
2965 fmt_idx = get_format_idx(fmts16[i]);
2966 format = &gl_info->formats[fmt_idx];
2967 if (!format->glInternal) continue; /* Not supported by GL */
2969 filtered = check_filter(gl_info, gl_info->formats[fmt_idx].glInternal);
2970 if(filtered)
2972 TRACE("Format %s supports filtering\n", debug_d3dformat(fmts16[i]));
2973 format_set_flag(format, WINED3DFMT_FLAG_FILTERING);
2975 else
2977 TRACE("Format %s does not support filtering\n", debug_d3dformat(fmts16[i]));
2982 static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_gl_info *gl_info)
2984 unsigned int i;
2985 int idx;
2987 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
2988 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2989 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2991 idx = get_format_idx(WINED3DFMT_R32_FLOAT);
2992 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2993 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2995 idx = get_format_idx(WINED3DFMT_R16G16_UNORM);
2996 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
2997 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
2999 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3000 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3001 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3003 idx = get_format_idx(WINED3DFMT_R32G32_FLOAT);
3004 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3005 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
3007 /* GL_ATI_envmap_bumpmap in theory supports R8G8_SNORM but is no longer supported by
3008 * any driver. */
3009 if (gl_info->supported[NV_TEXTURE_SHADER] || gl_info->supported[EXT_TEXTURE_SNORM])
3011 /* R8G8_SNORM and R16G16_SNORM need a fixup of the undefined blue channel. OpenGL
3012 * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
3013 * conversion for this format. */
3014 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3015 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3016 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3017 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3018 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3019 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3021 else
3023 /* Emulate using unsigned formats. This requires load-time conversion in addition to the
3024 * fixups here. */
3025 idx = get_format_idx(WINED3DFMT_R8G8_SNORM);
3026 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3027 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3028 idx = get_format_idx(WINED3DFMT_R16G16_SNORM);
3029 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3030 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3031 idx = get_format_idx(WINED3DFMT_R8G8B8A8_SNORM);
3032 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3033 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
3034 idx = get_format_idx(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3035 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3036 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
3039 if (!gl_info->supported[NV_TEXTURE_SHADER])
3041 idx = get_format_idx(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3042 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3043 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
3046 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3048 idx = get_format_idx(WINED3DFMT_ATI1N);
3049 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3050 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3052 idx = get_format_idx(WINED3DFMT_ATI2N);
3053 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3054 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3056 else if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC])
3058 idx = get_format_idx(WINED3DFMT_ATI2N);
3059 gl_info->formats[idx].color_fixup= create_color_fixup_desc(
3060 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
3063 if (!gl_info->supported[APPLE_YCBCR_422])
3065 idx = get_format_idx(WINED3DFMT_YUY2);
3066 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
3068 idx = get_format_idx(WINED3DFMT_UYVY);
3069 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
3072 idx = get_format_idx(WINED3DFMT_YV12);
3073 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3074 gl_info->formats[idx].height_scale.numerator = 3;
3075 gl_info->formats[idx].height_scale.denominator = 2;
3076 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YV12);
3078 idx = get_format_idx(WINED3DFMT_NV12);
3079 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
3080 gl_info->formats[idx].height_scale.numerator = 3;
3081 gl_info->formats[idx].height_scale.denominator = 2;
3082 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_NV12);
3084 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3086 idx = get_format_idx(WINED3DFMT_A8_UNORM);
3087 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3088 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_ZERO, 0, CHANNEL_SOURCE_X);
3089 idx = get_format_idx(WINED3DFMT_L8A8_UNORM);
3090 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3091 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3092 idx = get_format_idx(WINED3DFMT_L4A4_UNORM);
3093 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3094 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y);
3095 idx = get_format_idx(WINED3DFMT_L16_UNORM);
3096 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3097 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3098 idx = get_format_idx(WINED3DFMT_INTZ);
3099 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3100 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X);
3103 if (gl_info->supported[ARB_TEXTURE_RG])
3105 idx = get_format_idx(WINED3DFMT_L8_UNORM);
3106 gl_info->formats[idx].color_fixup = create_color_fixup_desc(
3107 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE);
3110 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
3112 idx = get_format_idx(WINED3DFMT_P8_UINT);
3113 gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_P8);
3116 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
3118 idx = get_format_idx(WINED3DFMT_B8G8R8A8_UNORM);
3119 gl_info->formats[idx].gl_vtx_format = GL_BGRA;
3122 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX])
3124 /* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
3125 * It is the job of the vertex buffer code to make sure that the vbos have the right format */
3126 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3127 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3129 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3130 gl_info->formats[idx].gl_vtx_type = GL_FLOAT;
3133 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3135 idx = get_format_idx(WINED3DFMT_R16_FLOAT);
3136 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3138 idx = get_format_idx(WINED3DFMT_R16G16_FLOAT);
3139 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3141 idx = get_format_idx(WINED3DFMT_R16G16B16A16_FLOAT);
3142 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3145 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3147 idx = get_format_idx(WINED3DFMT_R16G16B16A16_UNORM);
3148 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3151 /* ATI instancing hack: Although ATI cards do not support Shader Model
3152 * 3.0, they support instancing. To query if the card supports instancing
3153 * CheckDeviceFormat() with the special format MAKEFOURCC('I','N','S','T')
3154 * is used. Should an application check for this, provide a proper return
3155 * value. We can do instancing with all shader versions, but we need
3156 * vertex shaders.
3158 * Additionally applications have to set the D3DRS_POINTSIZE render state
3159 * to MAKEFOURCC('I','N','S','T') once to enable instancing. Wined3d
3160 * doesn't need that and just ignores it.
3162 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows. */
3163 /* FIXME: This should just check the shader backend caps. */
3164 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3166 idx = get_format_idx(WINED3DFMT_INST);
3167 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3170 /* Depth bound test. To query if the card supports it CheckDeviceFormat()
3171 * with the special format MAKEFOURCC('N','V','D','B') is used. It is
3172 * enabled by setting D3DRS_ADAPTIVETESS_X render state to
3173 * MAKEFOURCC('N','V','D','B') and then controlled by setting
3174 * D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax) to test
3175 * value. */
3176 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3178 idx = get_format_idx(WINED3DFMT_NVDB);
3179 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3182 /* RESZ aka AMD DX9-level hack for multisampled depth buffer resolve. You query for RESZ
3183 * support by checking for availability of MAKEFOURCC('R','E','S','Z') surfaces with
3184 * RENDERTARGET usage. */
3185 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3187 idx = get_format_idx(WINED3DFMT_RESZ);
3188 format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_RENDERTARGET);
3191 for (i = 0; i < gl_info->format_count; ++i)
3193 struct wined3d_format *format = &gl_info->formats[i];
3195 if (!(format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_TEXTURE))
3196 continue;
3198 if (!adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3199 || !adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3200 format_clear_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_TEXTURE);
3203 /* GL_EXT_texture_compression_s3tc does not support 3D textures. Some Windows drivers
3204 * for dx9 GPUs support it, some do not, so not supporting DXTn volumes is OK for d3d9.
3206 * Note that GL_NV_texture_compression_vtc adds this functionality to OpenGL, but the
3207 * block layout is not compatible with the one used by d3d. See volume_dxt5_test. */
3208 idx = get_format_idx(WINED3DFMT_DXT1);
3209 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3210 idx = get_format_idx(WINED3DFMT_DXT2);
3211 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3212 idx = get_format_idx(WINED3DFMT_DXT3);
3213 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3214 idx = get_format_idx(WINED3DFMT_DXT4);
3215 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3216 idx = get_format_idx(WINED3DFMT_DXT5);
3217 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3218 idx = get_format_idx(WINED3DFMT_BC1_UNORM);
3219 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3220 idx = get_format_idx(WINED3DFMT_BC1_UNORM_SRGB);
3221 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3222 idx = get_format_idx(WINED3DFMT_BC2_UNORM);
3223 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3224 idx = get_format_idx(WINED3DFMT_BC2_UNORM_SRGB);
3225 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3226 idx = get_format_idx(WINED3DFMT_BC3_UNORM);
3227 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3228 idx = get_format_idx(WINED3DFMT_BC3_UNORM_SRGB);
3229 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3230 /* Similarly with ATI1N / ATI2N and GL_ARB_texture_compression_rgtc. */
3231 idx = get_format_idx(WINED3DFMT_ATI1N);
3232 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3233 idx = get_format_idx(WINED3DFMT_ATI2N);
3234 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3235 idx = get_format_idx(WINED3DFMT_BC4_UNORM);
3236 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3237 idx = get_format_idx(WINED3DFMT_BC5_UNORM);
3238 gl_info->formats[idx].flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
3241 static unsigned int gl_type_size(GLenum type)
3243 switch (type)
3245 case GL_HALF_FLOAT:
3246 return sizeof(GLhalfNV);
3247 case GL_FLOAT:
3248 return sizeof(GLfloat);
3249 case GL_BYTE:
3250 return sizeof(GLbyte);
3251 case GL_UNSIGNED_BYTE:
3252 return sizeof(GLubyte);
3253 case GL_SHORT:
3254 return sizeof(GLshort);
3255 case GL_UNSIGNED_SHORT:
3256 return sizeof(GLushort);
3257 case GL_INT:
3258 return sizeof(GLint);
3259 case GL_UNSIGNED_INT:
3260 return sizeof(GLuint);
3261 default:
3262 FIXME("Unhandled GL type %#x.\n", type);
3263 return 0;
3267 static BOOL init_format_vertex_info(struct wined3d_gl_info *gl_info)
3269 unsigned int i;
3271 for (i = 0; i < ARRAY_SIZE(format_vertex_info); ++i)
3273 struct wined3d_format *format;
3274 int fmt_idx = get_format_idx(format_vertex_info[i].id);
3276 if (fmt_idx == -1)
3278 ERR("Format %s (%#x) not found.\n",
3279 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3280 return FALSE;
3283 format = &gl_info->formats[fmt_idx];
3284 format->emit_idx = format_vertex_info[i].emit_idx;
3285 format->component_count = format_vertex_info[i].component_count;
3286 format->gl_vtx_type = format_vertex_info[i].gl_vtx_type;
3287 format->gl_vtx_format = format_vertex_info[i].component_count;
3288 format->gl_normalized = format_vertex_info[i].gl_normalized;
3289 if (!(format->component_size = gl_type_size(format_vertex_info[i].gl_vtx_type)))
3291 ERR("Invalid component size for vertex format %s (%#x).\n",
3292 debug_d3dformat(format_vertex_info[i].id), format_vertex_info[i].id);
3293 return FALSE;
3297 return TRUE;
3300 static BOOL init_typeless_formats(struct wined3d_gl_info *gl_info)
3302 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3303 unsigned int i, j;
3305 for (i = 0; i < ARRAY_SIZE(typed_formats); ++i)
3307 struct wined3d_format *format, *typeless_format;
3308 int fmt_idx = get_format_idx(typed_formats[i].id);
3309 int typeless_fmt_idx = get_format_idx(typed_formats[i].typeless_id);
3311 if (fmt_idx == -1)
3313 ERR("Format %s (%#x) not found.\n",
3314 debug_d3dformat(typed_formats[i].id),
3315 typed_formats[i].id);
3316 return FALSE;
3318 if (typeless_fmt_idx == -1)
3320 ERR("Format %s (%#x) not found.\n",
3321 debug_d3dformat(typed_formats[i].typeless_id),
3322 typed_formats[i].typeless_id);
3323 return FALSE;
3326 format = &gl_info->formats[fmt_idx];
3327 typeless_format = &gl_info->formats[typeless_fmt_idx];
3329 memcpy(flags, typeless_format->flags, sizeof(flags));
3330 *typeless_format = *format;
3331 typeless_format->id = typed_formats[i].typeless_id;
3332 for (j = 0; j < ARRAY_SIZE(typeless_format->flags); ++j)
3333 typeless_format->flags[j] |= flags[j];
3336 return TRUE;
3339 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info)
3341 if (!init_format_base_info(gl_info)) return FALSE;
3343 if (!init_format_block_info(gl_info))
3345 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3346 gl_info->formats = NULL;
3347 return FALSE;
3350 return TRUE;
3353 /* Context activation is done by the caller. */
3354 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
3356 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3358 if (!init_format_base_info(gl_info)) return FALSE;
3360 if (!init_format_block_info(gl_info)) goto fail;
3361 if (!init_format_texture_info(adapter, gl_info)) goto fail;
3362 if (!init_format_vertex_info(gl_info)) goto fail;
3364 apply_format_fixups(adapter, gl_info);
3365 init_format_fbo_compat_info(ctx);
3366 init_format_filter_info(gl_info, adapter->driver_info.vendor);
3367 if (!init_typeless_formats(gl_info)) goto fail;
3369 return TRUE;
3371 fail:
3372 HeapFree(GetProcessHeap(), 0, gl_info->formats);
3373 gl_info->formats = NULL;
3374 return FALSE;
3377 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format)
3379 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3380 static const struct wined3d_color blue = {0.0f, 0.0f, 1.0f, 1.0f};
3381 GLuint fbo, color, depth;
3382 unsigned int low = 0, high = 32, cur;
3383 DWORD readback[256];
3384 static const struct wined3d_vec3 geometry[] =
3386 {-1.0f, -1.0f, -1.0f},
3387 { 1.0f, -1.0f, 0.0f},
3388 {-1.0f, 1.0f, -1.0f},
3389 { 1.0f, 1.0f, 0.0f},
3392 /* Most drivers want 2^23 for fixed point depth buffers, including r300g, r600g,
3393 * Nvidia. Use this as a fallback if the detection fails. */
3394 unsigned int fallback = 23;
3396 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
3398 FIXME("No FBOs, assuming polyoffset scale of 2^%u.\n", fallback);
3399 return (float)(1u << fallback);
3402 gl_info->gl_ops.gl.p_glGenTextures(1, &color);
3403 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3404 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3405 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3407 gl_info->fbo_ops.glGenRenderbuffers(1, &depth);
3408 gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, depth);
3409 gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format, 256, 1);
3411 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
3412 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
3413 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
3414 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
3415 checkGLcall("Setup framebuffer");
3417 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 0.5f, 0.0f);
3418 gl_info->gl_ops.gl.p_glClearDepth(0.5f);
3419 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
3420 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
3421 gl_info->gl_ops.gl.p_glViewport(0, 0, 256, 1);
3422 checkGLcall("Misc parameters");
3424 for (;;)
3426 if (high - low <= 1)
3428 ERR("PolygonOffset scale factor detection failed, using fallback value 2^%u.\n", fallback);
3429 cur = fallback;
3430 break;
3432 cur = (low + high) / 2;
3434 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
3435 /* The post viewport transform Z of the geometry runs from 0.0 to 0.5. We want to push it another
3436 * 0.25 so that the Z buffer content (0.5) cuts the quad off at half the screen. */
3437 gl_info->gl_ops.gl.p_glPolygonOffset(0.0f, (float)(1u << cur) * 0.25f);
3438 draw_test_quad(ctx, geometry, &blue);
3439 checkGLcall("Test draw");
3441 /* Rebinding texture to workaround a fglrx bug. */
3442 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, color);
3443 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, readback);
3444 checkGLcall("readback");
3446 TRACE("low %02u, high %02u, cur %2u, 0=0x%08x, 125=0x%08x, 131=0x%08x, 255=0x%08x\n",
3447 low, high, cur, readback[0], readback[125], readback[131], readback[255]);
3449 if ((readback[125] & 0xff) < 0xa0)
3450 high = cur;
3451 else if ((readback[131] & 0xff) > 0xa0)
3452 low = cur;
3453 else
3455 TRACE("Found scale factor 2^%u for format %x\n", cur, format);
3456 break;
3460 gl_info->gl_ops.gl.p_glDeleteTextures(1, &color);
3461 gl_info->fbo_ops.glDeleteRenderbuffers(1, &depth);
3462 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
3463 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
3464 checkGLcall("Delete framebuffer");
3466 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
3467 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
3468 return (float)(1u << cur);
3471 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3472 enum wined3d_format_id format_id)
3474 int idx = get_format_idx(format_id);
3476 if (idx == -1)
3478 FIXME("Can't find format %s (%#x) in the format lookup table\n",
3479 debug_d3dformat(format_id), format_id);
3480 /* Get the caller a valid pointer */
3481 idx = get_format_idx(WINED3DFMT_UNKNOWN);
3484 return &gl_info->formats[idx];
3487 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3488 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch)
3490 /* For block based formats, pitch means the amount of bytes to the next
3491 * row of blocks rather than the next row of pixels. */
3492 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_BLOCKS)
3494 unsigned int row_block_count = (width + format->block_width - 1) / format->block_width;
3495 unsigned int slice_block_count = (height + format->block_height - 1) / format->block_height;
3496 *row_pitch = row_block_count * format->block_byte_count;
3497 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3498 *slice_pitch = *row_pitch * slice_block_count;
3500 else
3502 *row_pitch = format->byte_count * width; /* Bytes / row */
3503 *row_pitch = (*row_pitch + alignment - 1) & ~(alignment - 1);
3504 *slice_pitch = *row_pitch * height;
3507 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_HEIGHT_SCALE)
3509 /* The D3D format requirements make sure that the resulting format is an integer again */
3510 *slice_pitch *= format->height_scale.numerator;
3511 *slice_pitch /= format->height_scale.denominator;
3514 TRACE("Returning row pitch %u, slice pitch %u.\n", *row_pitch, *slice_pitch);
3517 UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment,
3518 UINT width, UINT height, UINT depth)
3520 unsigned int row_pitch, slice_pitch;
3522 if (format->id == WINED3DFMT_UNKNOWN)
3523 return 0;
3525 wined3d_format_calculate_pitch(format, alignment, width, height, &row_pitch, &slice_pitch);
3527 return slice_pitch * depth;
3530 /*****************************************************************************
3531 * Trace formatting of useful values
3533 const char *debug_box(const struct wined3d_box *box)
3535 if (!box)
3536 return "(null)";
3537 return wine_dbg_sprintf("(%u, %u, %u)-(%u, %u, %u)",
3538 box->left, box->top, box->front,
3539 box->right, box->bottom, box->back);
3542 const char *debug_color(const struct wined3d_color *color)
3544 if (!color)
3545 return "(null)";
3546 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3547 color->r, color->g, color->b, color->a);
3550 const char *debug_ivec4(const struct wined3d_ivec4 *v)
3552 if (!v)
3553 return "(null)";
3554 return wine_dbg_sprintf("{%d, %d, %d, %d}",
3555 v->x, v->y, v->z, v->w);
3558 const char *debug_vec4(const struct wined3d_vec4 *v)
3560 if (!v)
3561 return "(null)";
3562 return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e}",
3563 v->x, v->y, v->z, v->w);
3566 const char *debug_d3dformat(enum wined3d_format_id format_id)
3568 switch (format_id)
3570 #define FMT_TO_STR(format_id) case format_id: return #format_id
3571 FMT_TO_STR(WINED3DFMT_UNKNOWN);
3572 FMT_TO_STR(WINED3DFMT_B8G8R8_UNORM);
3573 FMT_TO_STR(WINED3DFMT_B5G5R5X1_UNORM);
3574 FMT_TO_STR(WINED3DFMT_B4G4R4A4_UNORM);
3575 FMT_TO_STR(WINED3DFMT_B2G3R3_UNORM);
3576 FMT_TO_STR(WINED3DFMT_B2G3R3A8_UNORM);
3577 FMT_TO_STR(WINED3DFMT_B4G4R4X4_UNORM);
3578 FMT_TO_STR(WINED3DFMT_R8G8B8X8_UNORM);
3579 FMT_TO_STR(WINED3DFMT_B10G10R10A2_UNORM);
3580 FMT_TO_STR(WINED3DFMT_P8_UINT_A8_UNORM);
3581 FMT_TO_STR(WINED3DFMT_P8_UINT);
3582 FMT_TO_STR(WINED3DFMT_L8_UNORM);
3583 FMT_TO_STR(WINED3DFMT_L8A8_UNORM);
3584 FMT_TO_STR(WINED3DFMT_L4A4_UNORM);
3585 FMT_TO_STR(WINED3DFMT_R5G5_SNORM_L6_UNORM);
3586 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_L8X8_UNORM);
3587 FMT_TO_STR(WINED3DFMT_R10G11B11_SNORM);
3588 FMT_TO_STR(WINED3DFMT_R10G10B10_SNORM_A2_UNORM);
3589 FMT_TO_STR(WINED3DFMT_UYVY);
3590 FMT_TO_STR(WINED3DFMT_YUY2);
3591 FMT_TO_STR(WINED3DFMT_YV12);
3592 FMT_TO_STR(WINED3DFMT_NV12);
3593 FMT_TO_STR(WINED3DFMT_DXT1);
3594 FMT_TO_STR(WINED3DFMT_DXT2);
3595 FMT_TO_STR(WINED3DFMT_DXT3);
3596 FMT_TO_STR(WINED3DFMT_DXT4);
3597 FMT_TO_STR(WINED3DFMT_DXT5);
3598 FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
3599 FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
3600 FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
3601 FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
3602 FMT_TO_STR(WINED3DFMT_D32_UNORM);
3603 FMT_TO_STR(WINED3DFMT_S1_UINT_D15_UNORM);
3604 FMT_TO_STR(WINED3DFMT_X8D24_UNORM);
3605 FMT_TO_STR(WINED3DFMT_S4X4_UINT_D24_UNORM);
3606 FMT_TO_STR(WINED3DFMT_L16_UNORM);
3607 FMT_TO_STR(WINED3DFMT_S8_UINT_D24_FLOAT);
3608 FMT_TO_STR(WINED3DFMT_VERTEXDATA);
3609 FMT_TO_STR(WINED3DFMT_R8G8_SNORM_Cx);
3610 FMT_TO_STR(WINED3DFMT_ATI1N);
3611 FMT_TO_STR(WINED3DFMT_ATI2N);
3612 FMT_TO_STR(WINED3DFMT_NVDB);
3613 FMT_TO_STR(WINED3DFMT_NVHU);
3614 FMT_TO_STR(WINED3DFMT_NVHS);
3615 FMT_TO_STR(WINED3DFMT_R32G32B32A32_TYPELESS);
3616 FMT_TO_STR(WINED3DFMT_R32G32B32A32_FLOAT);
3617 FMT_TO_STR(WINED3DFMT_R32G32B32A32_UINT);
3618 FMT_TO_STR(WINED3DFMT_R32G32B32A32_SINT);
3619 FMT_TO_STR(WINED3DFMT_R32G32B32_TYPELESS);
3620 FMT_TO_STR(WINED3DFMT_R32G32B32_FLOAT);
3621 FMT_TO_STR(WINED3DFMT_R32G32B32_UINT);
3622 FMT_TO_STR(WINED3DFMT_R32G32B32_SINT);
3623 FMT_TO_STR(WINED3DFMT_R16G16B16A16_TYPELESS);
3624 FMT_TO_STR(WINED3DFMT_R16G16B16A16_FLOAT);
3625 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UNORM);
3626 FMT_TO_STR(WINED3DFMT_R16G16B16A16_UINT);
3627 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SNORM);
3628 FMT_TO_STR(WINED3DFMT_R16G16B16A16_SINT);
3629 FMT_TO_STR(WINED3DFMT_R32G32_TYPELESS);
3630 FMT_TO_STR(WINED3DFMT_R32G32_FLOAT);
3631 FMT_TO_STR(WINED3DFMT_R32G32_UINT);
3632 FMT_TO_STR(WINED3DFMT_R32G32_SINT);
3633 FMT_TO_STR(WINED3DFMT_R32G8X24_TYPELESS);
3634 FMT_TO_STR(WINED3DFMT_D32_FLOAT_S8X24_UINT);
3635 FMT_TO_STR(WINED3DFMT_R32_FLOAT_X8X24_TYPELESS);
3636 FMT_TO_STR(WINED3DFMT_X32_TYPELESS_G8X24_UINT);
3637 FMT_TO_STR(WINED3DFMT_R10G10B10A2_TYPELESS);
3638 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UNORM);
3639 FMT_TO_STR(WINED3DFMT_R10G10B10A2_UINT);
3640 FMT_TO_STR(WINED3DFMT_R10G10B10A2_SNORM);
3641 FMT_TO_STR(WINED3DFMT_R11G11B10_FLOAT);
3642 FMT_TO_STR(WINED3DFMT_R8G8B8A8_TYPELESS);
3643 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM);
3644 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UNORM_SRGB);
3645 FMT_TO_STR(WINED3DFMT_R8G8B8A8_UINT);
3646 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SNORM);
3647 FMT_TO_STR(WINED3DFMT_R8G8B8A8_SINT);
3648 FMT_TO_STR(WINED3DFMT_R16G16_TYPELESS);
3649 FMT_TO_STR(WINED3DFMT_R16G16_FLOAT);
3650 FMT_TO_STR(WINED3DFMT_R16G16_UNORM);
3651 FMT_TO_STR(WINED3DFMT_R16G16_UINT);
3652 FMT_TO_STR(WINED3DFMT_R16G16_SNORM);
3653 FMT_TO_STR(WINED3DFMT_R16G16_SINT);
3654 FMT_TO_STR(WINED3DFMT_R32_TYPELESS);
3655 FMT_TO_STR(WINED3DFMT_D32_FLOAT);
3656 FMT_TO_STR(WINED3DFMT_R32_FLOAT);
3657 FMT_TO_STR(WINED3DFMT_R32_UINT);
3658 FMT_TO_STR(WINED3DFMT_R32_SINT);
3659 FMT_TO_STR(WINED3DFMT_R24G8_TYPELESS);
3660 FMT_TO_STR(WINED3DFMT_D24_UNORM_S8_UINT);
3661 FMT_TO_STR(WINED3DFMT_R24_UNORM_X8_TYPELESS);
3662 FMT_TO_STR(WINED3DFMT_X24_TYPELESS_G8_UINT);
3663 FMT_TO_STR(WINED3DFMT_R8G8_TYPELESS);
3664 FMT_TO_STR(WINED3DFMT_R8G8_UNORM);
3665 FMT_TO_STR(WINED3DFMT_R8G8_UINT);
3666 FMT_TO_STR(WINED3DFMT_R8G8_SNORM);
3667 FMT_TO_STR(WINED3DFMT_R8G8_SINT);
3668 FMT_TO_STR(WINED3DFMT_R16_TYPELESS);
3669 FMT_TO_STR(WINED3DFMT_R16_FLOAT);
3670 FMT_TO_STR(WINED3DFMT_D16_UNORM);
3671 FMT_TO_STR(WINED3DFMT_R16_UNORM);
3672 FMT_TO_STR(WINED3DFMT_R16_UINT);
3673 FMT_TO_STR(WINED3DFMT_R16_SNORM);
3674 FMT_TO_STR(WINED3DFMT_R16_SINT);
3675 FMT_TO_STR(WINED3DFMT_R8_TYPELESS);
3676 FMT_TO_STR(WINED3DFMT_R8_UNORM);
3677 FMT_TO_STR(WINED3DFMT_R8_UINT);
3678 FMT_TO_STR(WINED3DFMT_R8_SNORM);
3679 FMT_TO_STR(WINED3DFMT_R8_SINT);
3680 FMT_TO_STR(WINED3DFMT_A8_UNORM);
3681 FMT_TO_STR(WINED3DFMT_R1_UNORM);
3682 FMT_TO_STR(WINED3DFMT_R9G9B9E5_SHAREDEXP);
3683 FMT_TO_STR(WINED3DFMT_R8G8_B8G8_UNORM);
3684 FMT_TO_STR(WINED3DFMT_G8R8_G8B8_UNORM);
3685 FMT_TO_STR(WINED3DFMT_BC1_TYPELESS);
3686 FMT_TO_STR(WINED3DFMT_BC1_UNORM);
3687 FMT_TO_STR(WINED3DFMT_BC1_UNORM_SRGB);
3688 FMT_TO_STR(WINED3DFMT_BC2_TYPELESS);
3689 FMT_TO_STR(WINED3DFMT_BC2_UNORM);
3690 FMT_TO_STR(WINED3DFMT_BC2_UNORM_SRGB);
3691 FMT_TO_STR(WINED3DFMT_BC3_TYPELESS);
3692 FMT_TO_STR(WINED3DFMT_BC3_UNORM);
3693 FMT_TO_STR(WINED3DFMT_BC3_UNORM_SRGB);
3694 FMT_TO_STR(WINED3DFMT_BC4_TYPELESS);
3695 FMT_TO_STR(WINED3DFMT_BC4_UNORM);
3696 FMT_TO_STR(WINED3DFMT_BC4_SNORM);
3697 FMT_TO_STR(WINED3DFMT_BC5_TYPELESS);
3698 FMT_TO_STR(WINED3DFMT_BC5_UNORM);
3699 FMT_TO_STR(WINED3DFMT_BC5_SNORM);
3700 FMT_TO_STR(WINED3DFMT_B5G6R5_UNORM);
3701 FMT_TO_STR(WINED3DFMT_B5G5R5A1_UNORM);
3702 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM);
3703 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM);
3704 FMT_TO_STR(WINED3DFMT_B8G8R8A8_TYPELESS);
3705 FMT_TO_STR(WINED3DFMT_B8G8R8A8_UNORM_SRGB);
3706 FMT_TO_STR(WINED3DFMT_B8G8R8X8_TYPELESS);
3707 FMT_TO_STR(WINED3DFMT_B8G8R8X8_UNORM_SRGB);
3708 FMT_TO_STR(WINED3DFMT_BC7_TYPELESS);
3709 FMT_TO_STR(WINED3DFMT_BC7_UNORM);
3710 FMT_TO_STR(WINED3DFMT_BC7_UNORM_SRGB);
3711 FMT_TO_STR(WINED3DFMT_INTZ);
3712 FMT_TO_STR(WINED3DFMT_RESZ);
3713 FMT_TO_STR(WINED3DFMT_NULL);
3714 FMT_TO_STR(WINED3DFMT_R16);
3715 FMT_TO_STR(WINED3DFMT_AL16);
3716 #undef FMT_TO_STR
3717 default:
3719 char fourcc[5];
3720 fourcc[0] = (char)(format_id);
3721 fourcc[1] = (char)(format_id >> 8);
3722 fourcc[2] = (char)(format_id >> 16);
3723 fourcc[3] = (char)(format_id >> 24);
3724 fourcc[4] = 0;
3725 if (isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]))
3726 FIXME("Unrecognized %#x (as fourcc: %s) WINED3DFORMAT!\n", format_id, fourcc);
3727 else
3728 FIXME("Unrecognized %#x WINED3DFORMAT!\n", format_id);
3730 return "unrecognized";
3734 const char *debug_d3ddevicetype(enum wined3d_device_type device_type)
3736 switch (device_type)
3738 #define DEVTYPE_TO_STR(dev) case dev: return #dev
3739 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_HAL);
3740 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_REF);
3741 DEVTYPE_TO_STR(WINED3D_DEVICE_TYPE_SW);
3742 #undef DEVTYPE_TO_STR
3743 default:
3744 FIXME("Unrecognized device type %#x.\n", device_type);
3745 return "unrecognized";
3749 const char *debug_d3dusage(DWORD usage)
3751 char buf[552];
3753 buf[0] = '\0';
3754 #define WINED3DUSAGE_TO_STR(u) if (usage & u) { strcat(buf, " | "#u); usage &= ~u; }
3755 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
3756 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
3757 WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
3758 WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
3759 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
3760 WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
3761 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
3762 WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
3763 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
3764 WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
3765 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICTED_CONTENT);
3766 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER);
3767 WINED3DUSAGE_TO_STR(WINED3DUSAGE_RESTRICT_SHARED_RESOURCE);
3768 WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
3769 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
3770 WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
3771 WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTURE);
3772 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
3773 WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
3774 WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
3775 #undef WINED3DUSAGE_TO_STR
3776 if (usage) FIXME("Unrecognized usage flag(s) %#x\n", usage);
3778 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3781 const char *debug_d3dusagequery(DWORD usagequery)
3783 char buf[238];
3785 buf[0] = '\0';
3786 #define WINED3DUSAGEQUERY_TO_STR(u) if (usagequery & u) { strcat(buf, " | "#u); usagequery &= ~u; }
3787 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
3788 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
3789 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
3790 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
3791 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
3792 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
3793 WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
3794 #undef WINED3DUSAGEQUERY_TO_STR
3795 if (usagequery) FIXME("Unrecognized usage query flag(s) %#x\n", usagequery);
3797 return buf[0] ? wine_dbg_sprintf("%s", &buf[3]) : "0";
3800 const char *debug_d3ddeclmethod(enum wined3d_decl_method method)
3802 switch (method)
3804 #define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
3805 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_DEFAULT);
3806 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_U);
3807 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_PARTIAL_V);
3808 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_CROSS_UV);
3809 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_UV);
3810 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP);
3811 WINED3DDECLMETHOD_TO_STR(WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED);
3812 #undef WINED3DDECLMETHOD_TO_STR
3813 default:
3814 FIXME("Unrecognized declaration method %#x.\n", method);
3815 return "unrecognized";
3819 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage)
3821 switch (usage)
3823 #define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
3824 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITION);
3825 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_WEIGHT);
3826 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BLEND_INDICES);
3827 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_NORMAL);
3828 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_PSIZE);
3829 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TEXCOORD);
3830 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TANGENT);
3831 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_BINORMAL);
3832 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_TESS_FACTOR);
3833 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_POSITIONT);
3834 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_COLOR);
3835 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_FOG);
3836 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_DEPTH);
3837 WINED3DDECLUSAGE_TO_STR(WINED3D_DECL_USAGE_SAMPLE);
3838 #undef WINED3DDECLUSAGE_TO_STR
3839 default:
3840 FIXME("Unrecognized %u declaration usage!\n", usage);
3841 return "unrecognized";
3845 const char *debug_d3dinput_classification(enum wined3d_input_classification classification)
3847 switch (classification)
3849 #define WINED3D_TO_STR(x) case x: return #x
3850 WINED3D_TO_STR(WINED3D_INPUT_PER_VERTEX_DATA);
3851 WINED3D_TO_STR(WINED3D_INPUT_PER_INSTANCE_DATA);
3852 #undef WINED3D_TO_STR
3853 default:
3854 FIXME("Unrecognized input classification %#x.\n", classification);
3855 return "unrecognized";
3859 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type)
3861 switch (resource_type)
3863 #define WINED3D_TO_STR(x) case x: return #x
3864 WINED3D_TO_STR(WINED3D_RTYPE_BUFFER);
3865 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_2D);
3866 WINED3D_TO_STR(WINED3D_RTYPE_TEXTURE_3D);
3867 #undef WINED3D_TO_STR
3868 default:
3869 FIXME("Unrecognized resource type %#x.\n", resource_type);
3870 return "unrecognized";
3874 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
3876 switch (primitive_type)
3878 #define PRIM_TO_STR(prim) case prim: return #prim
3879 PRIM_TO_STR(WINED3D_PT_UNDEFINED);
3880 PRIM_TO_STR(WINED3D_PT_POINTLIST);
3881 PRIM_TO_STR(WINED3D_PT_LINELIST);
3882 PRIM_TO_STR(WINED3D_PT_LINESTRIP);
3883 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST);
3884 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP);
3885 PRIM_TO_STR(WINED3D_PT_TRIANGLEFAN);
3886 PRIM_TO_STR(WINED3D_PT_LINELIST_ADJ);
3887 PRIM_TO_STR(WINED3D_PT_LINESTRIP_ADJ);
3888 PRIM_TO_STR(WINED3D_PT_TRIANGLELIST_ADJ);
3889 PRIM_TO_STR(WINED3D_PT_TRIANGLESTRIP_ADJ);
3890 #undef PRIM_TO_STR
3891 default:
3892 FIXME("Unrecognized %u primitive type!\n", primitive_type);
3893 return "unrecognized";
3897 const char *debug_d3drenderstate(enum wined3d_render_state state)
3899 switch (state)
3901 #define D3DSTATE_TO_STR(u) case u: return #u
3902 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
3903 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
3904 D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
3905 D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
3906 D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
3907 D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
3908 D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
3909 D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
3910 D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
3911 D3DSTATE_TO_STR(WINED3D_RS_ROP2);
3912 D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
3913 D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
3914 D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
3915 D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
3916 D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
3917 D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
3918 D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
3919 D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
3920 D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
3921 D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
3922 D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
3923 D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
3924 D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
3925 D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
3926 D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
3927 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
3928 D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
3929 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
3930 D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
3931 D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
3932 D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
3933 D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
3934 D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
3935 D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
3936 D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
3937 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
3938 D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
3939 D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
3940 D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
3941 D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
3942 D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
3943 D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
3944 D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
3945 D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
3946 D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
3947 D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
3948 D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
3949 D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
3950 D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
3951 D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
3952 D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
3953 D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
3954 D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
3955 D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
3956 D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
3957 D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
3958 D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
3959 D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
3960 D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
3961 D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
3962 D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
3963 D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
3964 D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
3965 D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
3966 D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
3967 D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
3968 D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
3969 D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
3970 D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
3971 D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
3972 D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
3973 D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
3974 D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
3975 D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
3976 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
3977 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
3978 D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
3979 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
3980 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
3981 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
3982 D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
3983 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
3984 D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
3985 D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
3986 D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
3987 D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
3988 D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
3989 D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
3990 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
3991 D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
3992 D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
3993 D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
3994 D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
3995 D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
3996 D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
3997 D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
3998 D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
3999 D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
4000 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
4001 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
4002 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
4003 D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
4004 D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
4005 D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
4006 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
4007 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
4008 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
4009 D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
4010 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
4011 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
4012 D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
4013 D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
4014 D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
4015 D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
4016 D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
4017 D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
4018 D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
4019 D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
4020 D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
4021 D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
4022 D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
4023 D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
4024 D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
4025 D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
4026 D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
4027 D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
4028 #undef D3DSTATE_TO_STR
4029 default:
4030 FIXME("Unrecognized %u render state!\n", state);
4031 return "unrecognized";
4035 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state)
4037 switch (state)
4039 #define D3DSTATE_TO_STR(u) case u: return #u
4040 D3DSTATE_TO_STR(WINED3D_SAMP_BORDER_COLOR);
4041 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_U);
4042 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_V);
4043 D3DSTATE_TO_STR(WINED3D_SAMP_ADDRESS_W);
4044 D3DSTATE_TO_STR(WINED3D_SAMP_MAG_FILTER);
4045 D3DSTATE_TO_STR(WINED3D_SAMP_MIN_FILTER);
4046 D3DSTATE_TO_STR(WINED3D_SAMP_MIP_FILTER);
4047 D3DSTATE_TO_STR(WINED3D_SAMP_MIPMAP_LOD_BIAS);
4048 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_MIP_LEVEL);
4049 D3DSTATE_TO_STR(WINED3D_SAMP_MAX_ANISOTROPY);
4050 D3DSTATE_TO_STR(WINED3D_SAMP_SRGB_TEXTURE);
4051 D3DSTATE_TO_STR(WINED3D_SAMP_ELEMENT_INDEX);
4052 D3DSTATE_TO_STR(WINED3D_SAMP_DMAP_OFFSET);
4053 #undef D3DSTATE_TO_STR
4054 default:
4055 FIXME("Unrecognized %u sampler state!\n", state);
4056 return "unrecognized";
4060 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type)
4062 switch (filter_type)
4064 #define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
4065 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_NONE);
4066 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_POINT);
4067 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_LINEAR);
4068 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_ANISOTROPIC);
4069 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_FLAT_CUBIC);
4070 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_CUBIC);
4071 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_PYRAMIDAL_QUAD);
4072 D3DTEXTUREFILTERTYPE_TO_STR(WINED3D_TEXF_GAUSSIAN_QUAD);
4073 #undef D3DTEXTUREFILTERTYPE_TO_STR
4074 default:
4075 FIXME("Unrecognized texture filter type 0x%08x.\n", filter_type);
4076 return "unrecognized";
4080 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state)
4082 switch (state)
4084 #define D3DSTATE_TO_STR(u) case u: return #u
4085 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_OP);
4086 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG1);
4087 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG2);
4088 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_OP);
4089 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG1);
4090 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG2);
4091 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT00);
4092 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT01);
4093 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT10);
4094 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_MAT11);
4095 D3DSTATE_TO_STR(WINED3D_TSS_TEXCOORD_INDEX);
4096 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LSCALE);
4097 D3DSTATE_TO_STR(WINED3D_TSS_BUMPENV_LOFFSET);
4098 D3DSTATE_TO_STR(WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS);
4099 D3DSTATE_TO_STR(WINED3D_TSS_COLOR_ARG0);
4100 D3DSTATE_TO_STR(WINED3D_TSS_ALPHA_ARG0);
4101 D3DSTATE_TO_STR(WINED3D_TSS_RESULT_ARG);
4102 D3DSTATE_TO_STR(WINED3D_TSS_CONSTANT);
4103 #undef D3DSTATE_TO_STR
4104 default:
4105 FIXME("Unrecognized %u texture state!\n", state);
4106 return "unrecognized";
4110 const char *debug_d3dtop(enum wined3d_texture_op d3dtop)
4112 switch (d3dtop)
4114 #define D3DTOP_TO_STR(u) case u: return #u
4115 D3DTOP_TO_STR(WINED3D_TOP_DISABLE);
4116 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG1);
4117 D3DTOP_TO_STR(WINED3D_TOP_SELECT_ARG2);
4118 D3DTOP_TO_STR(WINED3D_TOP_MODULATE);
4119 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_2X);
4120 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_4X);
4121 D3DTOP_TO_STR(WINED3D_TOP_ADD);
4122 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED);
4123 D3DTOP_TO_STR(WINED3D_TOP_ADD_SIGNED_2X);
4124 D3DTOP_TO_STR(WINED3D_TOP_SUBTRACT);
4125 D3DTOP_TO_STR(WINED3D_TOP_ADD_SMOOTH);
4126 D3DTOP_TO_STR(WINED3D_TOP_BLEND_DIFFUSE_ALPHA);
4127 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA);
4128 D3DTOP_TO_STR(WINED3D_TOP_BLEND_FACTOR_ALPHA);
4129 D3DTOP_TO_STR(WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM);
4130 D3DTOP_TO_STR(WINED3D_TOP_BLEND_CURRENT_ALPHA);
4131 D3DTOP_TO_STR(WINED3D_TOP_PREMODULATE);
4132 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR);
4133 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA);
4134 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR);
4135 D3DTOP_TO_STR(WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA);
4136 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP);
4137 D3DTOP_TO_STR(WINED3D_TOP_BUMPENVMAP_LUMINANCE);
4138 D3DTOP_TO_STR(WINED3D_TOP_DOTPRODUCT3);
4139 D3DTOP_TO_STR(WINED3D_TOP_MULTIPLY_ADD);
4140 D3DTOP_TO_STR(WINED3D_TOP_LERP);
4141 #undef D3DTOP_TO_STR
4142 default:
4143 FIXME("Unrecognized texture op %#x.\n", d3dtop);
4144 return "unrecognized";
4148 const char *debug_d3dtstype(enum wined3d_transform_state tstype)
4150 switch (tstype)
4152 #define TSTYPE_TO_STR(tstype) case tstype: return #tstype
4153 TSTYPE_TO_STR(WINED3D_TS_VIEW);
4154 TSTYPE_TO_STR(WINED3D_TS_PROJECTION);
4155 TSTYPE_TO_STR(WINED3D_TS_TEXTURE0);
4156 TSTYPE_TO_STR(WINED3D_TS_TEXTURE1);
4157 TSTYPE_TO_STR(WINED3D_TS_TEXTURE2);
4158 TSTYPE_TO_STR(WINED3D_TS_TEXTURE3);
4159 TSTYPE_TO_STR(WINED3D_TS_TEXTURE4);
4160 TSTYPE_TO_STR(WINED3D_TS_TEXTURE5);
4161 TSTYPE_TO_STR(WINED3D_TS_TEXTURE6);
4162 TSTYPE_TO_STR(WINED3D_TS_TEXTURE7);
4163 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(0));
4164 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(1));
4165 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(2));
4166 TSTYPE_TO_STR(WINED3D_TS_WORLD_MATRIX(3));
4167 #undef TSTYPE_TO_STR
4168 default:
4169 if (tstype > 256 && tstype < 512)
4171 FIXME("WINED3D_TS_WORLD_MATRIX(%u). 1..255 not currently supported.\n", tstype);
4172 return ("WINED3D_TS_WORLD_MATRIX > 0");
4174 FIXME("Unrecognized transform state %#x.\n", tstype);
4175 return "unrecognized";
4179 const char *debug_shader_type(enum wined3d_shader_type type)
4181 switch(type)
4183 #define WINED3D_TO_STR(type) case type: return #type
4184 WINED3D_TO_STR(WINED3D_SHADER_TYPE_PIXEL);
4185 WINED3D_TO_STR(WINED3D_SHADER_TYPE_VERTEX);
4186 WINED3D_TO_STR(WINED3D_SHADER_TYPE_GEOMETRY);
4187 WINED3D_TO_STR(WINED3D_SHADER_TYPE_HULL);
4188 WINED3D_TO_STR(WINED3D_SHADER_TYPE_DOMAIN);
4189 WINED3D_TO_STR(WINED3D_SHADER_TYPE_COMPUTE);
4190 #undef WINED3D_TO_STR
4191 default:
4192 FIXME("Unrecognized shader type %#x.\n", type);
4193 return "unrecognized";
4197 const char *debug_d3dstate(DWORD state)
4199 if (STATE_IS_RENDER(state))
4200 return wine_dbg_sprintf("STATE_RENDER(%s)", debug_d3drenderstate(state - STATE_RENDER(0)));
4201 if (STATE_IS_TEXTURESTAGE(state))
4203 DWORD texture_stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
4204 DWORD texture_state = state - STATE_TEXTURESTAGE(texture_stage, 0);
4205 return wine_dbg_sprintf("STATE_TEXTURESTAGE(%#x, %s)",
4206 texture_stage, debug_d3dtexturestate(texture_state));
4208 if (STATE_IS_SAMPLER(state))
4209 return wine_dbg_sprintf("STATE_SAMPLER(%#x)", state - STATE_SAMPLER(0));
4210 if (STATE_IS_SHADER(state))
4211 return wine_dbg_sprintf("STATE_SHADER(%s)", debug_shader_type(state - STATE_SHADER(0)));
4212 if (STATE_IS_CONSTANT_BUFFER(state))
4213 return wine_dbg_sprintf("STATE_CONSTANT_BUFFER(%s)", debug_shader_type(state - STATE_CONSTANT_BUFFER(0)));
4214 if (STATE_IS_SHADER_RESOURCE_BINDING(state))
4215 return "STATE_SHADER_RESOURCE_BINDING";
4216 if (STATE_IS_TRANSFORM(state))
4217 return wine_dbg_sprintf("STATE_TRANSFORM(%s)", debug_d3dtstype(state - STATE_TRANSFORM(0)));
4218 if (STATE_IS_STREAMSRC(state))
4219 return "STATE_STREAMSRC";
4220 if (STATE_IS_INDEXBUFFER(state))
4221 return "STATE_INDEXBUFFER";
4222 if (STATE_IS_VDECL(state))
4223 return "STATE_VDECL";
4224 if (STATE_IS_VIEWPORT(state))
4225 return "STATE_VIEWPORT";
4226 if (STATE_IS_LIGHT_TYPE(state))
4227 return "STATE_LIGHT_TYPE";
4228 if (STATE_IS_ACTIVELIGHT(state))
4229 return wine_dbg_sprintf("STATE_ACTIVELIGHT(%#x)", state - STATE_ACTIVELIGHT(0));
4230 if (STATE_IS_SCISSORRECT(state))
4231 return "STATE_SCISSORRECT";
4232 if (STATE_IS_CLIPPLANE(state))
4233 return wine_dbg_sprintf("STATE_CLIPPLANE(%#x)", state - STATE_CLIPPLANE(0));
4234 if (STATE_IS_MATERIAL(state))
4235 return "STATE_MATERIAL";
4236 if (STATE_IS_FRONTFACE(state))
4237 return "STATE_FRONTFACE";
4238 if (STATE_IS_POINTSPRITECOORDORIGIN(state))
4239 return "STATE_POINTSPRITECOORDORIGIN";
4240 if (STATE_IS_BASEVERTEXINDEX(state))
4241 return "STATE_BASEVERTEXINDEX";
4242 if (STATE_IS_FRAMEBUFFER(state))
4243 return "STATE_FRAMEBUFFER";
4244 if (STATE_IS_POINT_ENABLE(state))
4245 return "STATE_POINT_ENABLE";
4246 if (STATE_IS_COLOR_KEY(state))
4247 return "STATE_COLOR_KEY";
4249 return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state);
4252 const char *debug_d3dpool(enum wined3d_pool pool)
4254 switch (pool)
4256 #define POOL_TO_STR(p) case p: return #p
4257 POOL_TO_STR(WINED3D_POOL_DEFAULT);
4258 POOL_TO_STR(WINED3D_POOL_MANAGED);
4259 POOL_TO_STR(WINED3D_POOL_SYSTEM_MEM);
4260 POOL_TO_STR(WINED3D_POOL_SCRATCH);
4261 #undef POOL_TO_STR
4262 default:
4263 FIXME("Unrecognized pool %#x.\n", pool);
4264 return "unrecognized";
4268 const char *debug_fboattachment(GLenum attachment)
4270 switch(attachment)
4272 #define WINED3D_TO_STR(x) case x: return #x
4273 WINED3D_TO_STR(GL_COLOR_ATTACHMENT0);
4274 WINED3D_TO_STR(GL_COLOR_ATTACHMENT1);
4275 WINED3D_TO_STR(GL_COLOR_ATTACHMENT2);
4276 WINED3D_TO_STR(GL_COLOR_ATTACHMENT3);
4277 WINED3D_TO_STR(GL_COLOR_ATTACHMENT4);
4278 WINED3D_TO_STR(GL_COLOR_ATTACHMENT5);
4279 WINED3D_TO_STR(GL_COLOR_ATTACHMENT6);
4280 WINED3D_TO_STR(GL_COLOR_ATTACHMENT7);
4281 WINED3D_TO_STR(GL_COLOR_ATTACHMENT8);
4282 WINED3D_TO_STR(GL_COLOR_ATTACHMENT9);
4283 WINED3D_TO_STR(GL_COLOR_ATTACHMENT10);
4284 WINED3D_TO_STR(GL_COLOR_ATTACHMENT11);
4285 WINED3D_TO_STR(GL_COLOR_ATTACHMENT12);
4286 WINED3D_TO_STR(GL_COLOR_ATTACHMENT13);
4287 WINED3D_TO_STR(GL_COLOR_ATTACHMENT14);
4288 WINED3D_TO_STR(GL_COLOR_ATTACHMENT15);
4289 WINED3D_TO_STR(GL_DEPTH_ATTACHMENT);
4290 WINED3D_TO_STR(GL_STENCIL_ATTACHMENT);
4291 #undef WINED3D_TO_STR
4292 default:
4293 return wine_dbg_sprintf("Unknown FBO attachment %#x", attachment);
4297 const char *debug_fbostatus(GLenum status) {
4298 switch(status) {
4299 #define FBOSTATUS_TO_STR(u) case u: return #u
4300 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE);
4301 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
4302 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT);
4303 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
4304 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
4305 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER);
4306 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER);
4307 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE);
4308 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS);
4309 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB);
4310 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED);
4311 FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNDEFINED);
4312 #undef FBOSTATUS_TO_STR
4313 default:
4314 FIXME("Unrecognized FBO status 0x%08x.\n", status);
4315 return "unrecognized";
4319 const char *debug_glerror(GLenum error) {
4320 switch(error) {
4321 #define GLERROR_TO_STR(u) case u: return #u
4322 GLERROR_TO_STR(GL_NO_ERROR);
4323 GLERROR_TO_STR(GL_INVALID_ENUM);
4324 GLERROR_TO_STR(GL_INVALID_VALUE);
4325 GLERROR_TO_STR(GL_INVALID_OPERATION);
4326 GLERROR_TO_STR(GL_STACK_OVERFLOW);
4327 GLERROR_TO_STR(GL_STACK_UNDERFLOW);
4328 GLERROR_TO_STR(GL_OUT_OF_MEMORY);
4329 GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
4330 #undef GLERROR_TO_STR
4331 default:
4332 FIXME("Unrecognized GL error 0x%08x.\n", error);
4333 return "unrecognized";
4337 static const char *debug_fixup_channel_source(enum fixup_channel_source source)
4339 switch(source)
4341 #define WINED3D_TO_STR(x) case x: return #x
4342 WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
4343 WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
4344 WINED3D_TO_STR(CHANNEL_SOURCE_X);
4345 WINED3D_TO_STR(CHANNEL_SOURCE_Y);
4346 WINED3D_TO_STR(CHANNEL_SOURCE_Z);
4347 WINED3D_TO_STR(CHANNEL_SOURCE_W);
4348 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX0);
4349 WINED3D_TO_STR(CHANNEL_SOURCE_COMPLEX1);
4350 #undef WINED3D_TO_STR
4351 default:
4352 FIXME("Unrecognized fixup_channel_source %#x\n", source);
4353 return "unrecognized";
4357 static const char *debug_complex_fixup(enum complex_fixup fixup)
4359 switch(fixup)
4361 #define WINED3D_TO_STR(x) case x: return #x
4362 WINED3D_TO_STR(COMPLEX_FIXUP_YUY2);
4363 WINED3D_TO_STR(COMPLEX_FIXUP_UYVY);
4364 WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
4365 WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
4366 WINED3D_TO_STR(COMPLEX_FIXUP_P8);
4367 #undef WINED3D_TO_STR
4368 default:
4369 FIXME("Unrecognized complex fixup %#x\n", fixup);
4370 return "unrecognized";
4374 void dump_color_fixup_desc(struct color_fixup_desc fixup)
4376 if (is_complex_fixup(fixup))
4378 TRACE("\tComplex: %s\n", debug_complex_fixup(get_complex_fixup(fixup)));
4379 return;
4382 TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
4383 TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
4384 TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
4385 TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
4388 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
4389 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
4391 if (op == WINED3D_TOP_DISABLE)
4392 return FALSE;
4393 if (state->textures[stage])
4394 return FALSE;
4396 if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4397 && op != WINED3D_TOP_SELECT_ARG2)
4398 return TRUE;
4399 if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4400 && op != WINED3D_TOP_SELECT_ARG1)
4401 return TRUE;
4402 if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
4403 && (op == WINED3D_TOP_MULTIPLY_ADD || op == WINED3D_TOP_LERP))
4404 return TRUE;
4406 return FALSE;
4409 void get_identity_matrix(struct wined3d_matrix *mat)
4411 static const struct wined3d_matrix identity =
4413 1.0f, 0.0f, 0.0f, 0.0f,
4414 0.0f, 1.0f, 0.0f, 0.0f,
4415 0.0f, 0.0f, 1.0f, 0.0f,
4416 0.0f, 0.0f, 0.0f, 1.0f,
4419 *mat = identity;
4422 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4423 unsigned int index, struct wined3d_matrix *mat)
4425 if (context->last_was_rhw)
4426 get_identity_matrix(mat);
4427 else
4428 multiply_matrix(mat, &state->transforms[WINED3D_TS_VIEW], &state->transforms[WINED3D_TS_WORLD_MATRIX(index)]);
4431 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4432 struct wined3d_matrix *mat)
4434 float center_offset;
4436 /* There are a couple of additional things we have to take into account
4437 * here besides the projection transformation itself:
4438 * - We need to flip along the y-axis in case of offscreen rendering.
4439 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4440 * - D3D coordinates refer to pixel centers while GL coordinates refer
4441 * to pixel corners.
4442 * - D3D has a top-left filling convention. We need to maintain this
4443 * even after the y-flip mentioned above.
4444 * In order to handle the last two points, we translate by
4445 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4446 * translating slightly less than half a pixel. We want the difference to
4447 * be large enough that it doesn't get lost due to rounding inside the
4448 * driver, but small enough to prevent it from interfering with any
4449 * anti-aliasing. */
4451 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
4452 center_offset = 63.0f / 64.0f;
4453 else
4454 center_offset = -1.0f / 64.0f;
4456 if (context->last_was_rhw)
4458 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4459 float x = state->viewport.x;
4460 float y = state->viewport.y;
4461 float w = state->viewport.width;
4462 float h = state->viewport.height;
4463 float x_scale = 2.0f / w;
4464 float x_offset = (center_offset - (2.0f * x) - w) / w;
4465 float y_scale = context->render_offscreen ? 2.0f / h : 2.0f / -h;
4466 float y_offset = context->render_offscreen
4467 ? (center_offset - (2.0f * y) - h) / h
4468 : (center_offset - (2.0f * y) - h) / -h;
4469 enum wined3d_depth_buffer_type zenable = state->fb->depth_stencil ?
4470 state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
4471 float z_scale = zenable ? 2.0f : 0.0f;
4472 float z_offset = zenable ? -1.0f : 0.0f;
4473 const struct wined3d_matrix projection =
4475 x_scale, 0.0f, 0.0f, 0.0f,
4476 0.0f, y_scale, 0.0f, 0.0f,
4477 0.0f, 0.0f, z_scale, 0.0f,
4478 x_offset, y_offset, z_offset, 1.0f,
4481 *mat = projection;
4483 else
4485 float y_scale = context->render_offscreen ? -1.0f : 1.0f;
4486 float x_offset = center_offset / state->viewport.width;
4487 float y_offset = context->render_offscreen
4488 ? center_offset / state->viewport.height
4489 : -center_offset / state->viewport.height;
4490 const struct wined3d_matrix projection =
4492 1.0f, 0.0f, 0.0f, 0.0f,
4493 0.0f, y_scale, 0.0f, 0.0f,
4494 0.0f, 0.0f, 2.0f, 0.0f,
4495 x_offset, y_offset, -1.0f, 1.0f,
4498 multiply_matrix(mat, &projection, &state->transforms[WINED3D_TS_PROJECTION]);
4502 /* Setup this textures matrix according to the texture flags. */
4503 static void compute_texture_matrix(const struct wined3d_gl_info *gl_info, const struct wined3d_matrix *matrix,
4504 DWORD flags, BOOL calculated_coords, BOOL transformed, enum wined3d_format_id format_id,
4505 BOOL ffp_proj_control, struct wined3d_matrix *out_matrix)
4507 struct wined3d_matrix mat;
4509 if (flags == WINED3D_TTFF_DISABLE || flags == WINED3D_TTFF_COUNT1 || transformed)
4511 get_identity_matrix(out_matrix);
4512 return;
4515 if (flags == (WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED))
4517 ERR("Invalid texture transform flags: WINED3D_TTFF_COUNT1 | WINED3D_TTFF_PROJECTED.\n");
4518 return;
4521 mat = *matrix;
4523 if (flags & WINED3D_TTFF_PROJECTED)
4525 if (!ffp_proj_control)
4527 switch (flags & ~WINED3D_TTFF_PROJECTED)
4529 case WINED3D_TTFF_COUNT2:
4530 mat._14 = mat._12;
4531 mat._24 = mat._22;
4532 mat._34 = mat._32;
4533 mat._44 = mat._42;
4534 mat._12 = mat._22 = mat._32 = mat._42 = 0.0f;
4535 break;
4536 case WINED3D_TTFF_COUNT3:
4537 mat._14 = mat._13;
4538 mat._24 = mat._23;
4539 mat._34 = mat._33;
4540 mat._44 = mat._43;
4541 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4542 break;
4546 else
4548 /* Under Direct3D the R/Z coord can be used for translation, under
4549 * OpenGL we use the Q coord instead. */
4550 if (!calculated_coords)
4552 switch (format_id)
4554 /* Direct3D passes the default 1.0 in the 2nd coord, while GL
4555 * passes it in the 4th. Swap 2nd and 4th coord. No need to
4556 * store the value of mat._41 in mat._21 because the input
4557 * value to the transformation will be 0, so the matrix value
4558 * is irrelevant. */
4559 case WINED3DFMT_R32_FLOAT:
4560 mat._41 = mat._21;
4561 mat._42 = mat._22;
4562 mat._43 = mat._23;
4563 mat._44 = mat._24;
4564 break;
4565 /* See above, just 3rd and 4th coord. */
4566 case WINED3DFMT_R32G32_FLOAT:
4567 mat._41 = mat._31;
4568 mat._42 = mat._32;
4569 mat._43 = mat._33;
4570 mat._44 = mat._34;
4571 break;
4572 case WINED3DFMT_R32G32B32_FLOAT: /* Opengl defaults match dx defaults */
4573 case WINED3DFMT_R32G32B32A32_FLOAT: /* No defaults apply, all app defined */
4575 /* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
4576 * into a bad place. The division elimination below will apply to make sure the
4577 * 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
4579 case WINED3DFMT_UNKNOWN: /* No texture coords, 0/0/0/1 defaults are passed */
4580 break;
4581 default:
4582 FIXME("Unexpected fixed function texture coord input\n");
4585 if (!ffp_proj_control)
4587 switch (flags & ~WINED3D_TTFF_PROJECTED)
4589 /* case WINED3D_TTFF_COUNT1: Won't ever get here. */
4590 case WINED3D_TTFF_COUNT2:
4591 mat._13 = mat._23 = mat._33 = mat._43 = 0.0f;
4592 /* OpenGL divides the first 3 vertex coordinates by the 4th by
4593 * default, which is essentially the same as D3DTTFF_PROJECTED.
4594 * Make sure that the 4th coordinate evaluates to 1.0 to
4595 * eliminate that.
4597 * If the fixed function pipeline is used, the 4th value
4598 * remains unused, so there is no danger in doing this. With
4599 * vertex shaders we have a problem. Should an application hit
4600 * that problem, the code here would have to check for pixel
4601 * shaders, and the shader has to undo the default GL divide.
4603 * A more serious problem occurs if the application passes 4
4604 * coordinates in, and the 4th is != 1.0 (OpenGL default).
4605 * This would have to be fixed with immediate mode draws. */
4606 default:
4607 mat._14 = mat._24 = mat._34 = 0.0f; mat._44 = 1.0f;
4612 *out_matrix = mat;
4615 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4616 unsigned int tex, struct wined3d_matrix *mat)
4618 const struct wined3d_device *device = context->swapchain->device;
4619 const struct wined3d_gl_info *gl_info = context->gl_info;
4620 BOOL generated = (state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
4621 != WINED3DTSS_TCI_PASSTHRU;
4622 unsigned int coord_idx = min(state->texture_states[tex][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff],
4623 MAX_TEXTURES - 1);
4625 compute_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + tex],
4626 state->texture_states[tex][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
4627 generated, context->last_was_rhw,
4628 context->stream_info.use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))
4629 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->id
4630 : WINED3DFMT_UNKNOWN,
4631 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv), mat);
4633 if ((context->lastWasPow2Texture & (1u << tex)) && state->textures[tex])
4635 if (generated)
4636 FIXME("Non-power-of-two texture being used with generated texture coords.\n");
4637 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
4638 * fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
4639 if (!use_ps(state))
4641 TRACE("Non-power-of-two texture matrix multiply fixup.\n");
4642 multiply_matrix(mat, mat, (struct wined3d_matrix *)state->textures[tex]->pow2_matrix);
4647 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
4648 float *out_min, float *out_max)
4650 union
4652 DWORD d;
4653 float f;
4654 } min, max;
4656 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
4657 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
4659 if (min.f > max.f)
4660 min.f = max.f;
4662 *out_min = min.f;
4663 *out_max = max.f;
4666 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
4667 float *out_pointsize, float *out_att)
4669 /* POINTSCALEENABLE controls how point size value is treated. If set to
4670 * true, the point size is scaled with respect to height of viewport.
4671 * When set to false point size is in pixels. */
4672 union
4674 DWORD d;
4675 float f;
4676 } pointsize, a, b, c;
4678 out_att[0] = 1.0f;
4679 out_att[1] = 0.0f;
4680 out_att[2] = 0.0f;
4682 pointsize.d = state->render_states[WINED3D_RS_POINTSIZE];
4683 a.d = state->render_states[WINED3D_RS_POINTSCALE_A];
4684 b.d = state->render_states[WINED3D_RS_POINTSCALE_B];
4685 c.d = state->render_states[WINED3D_RS_POINTSCALE_C];
4687 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
4689 float scale_factor = state->viewport.height * state->viewport.height;
4691 out_att[0] = a.f / scale_factor;
4692 out_att[1] = b.f / scale_factor;
4693 out_att[2] = c.f / scale_factor;
4695 *out_pointsize = pointsize.f;
4698 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
4699 float *start, float *end)
4701 union
4703 DWORD d;
4704 float f;
4705 } tmpvalue;
4707 switch (context->fog_source)
4709 case FOGSOURCE_VS:
4710 *start = 1.0f;
4711 *end = 0.0f;
4712 break;
4714 case FOGSOURCE_COORD:
4715 *start = 255.0f;
4716 *end = 0.0f;
4717 break;
4719 case FOGSOURCE_FFP:
4720 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
4721 *start = tmpvalue.f;
4722 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
4723 *end = tmpvalue.f;
4724 /* Special handling for fog_start == fog_end. In d3d with vertex
4725 * fog, everything is fogged. With table fog, everything with
4726 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
4727 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
4728 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE && *start == *end)
4730 *start = -INFINITY;
4731 *end = 0.0f;
4733 break;
4735 default:
4736 /* This should not happen, context->fog_source is set in wined3d, not the app. */
4737 ERR("Unexpected fog coordinate source.\n");
4738 *start = 0.0f;
4739 *end = 0.0f;
4743 /* Note: It's the caller's responsibility to ensure values can be expressed
4744 * in the requested format. UNORM formats for example can only express values
4745 * in the range 0.0f -> 1.0f. */
4746 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color)
4748 static const struct
4750 enum wined3d_format_id format_id;
4751 float r_mul;
4752 float g_mul;
4753 float b_mul;
4754 float a_mul;
4755 BYTE r_shift;
4756 BYTE g_shift;
4757 BYTE b_shift;
4758 BYTE a_shift;
4760 conv[] =
4762 {WINED3DFMT_B8G8R8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4763 {WINED3DFMT_B8G8R8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4764 {WINED3DFMT_B8G8R8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 16, 8, 0, 24},
4765 {WINED3DFMT_B5G6R5_UNORM, 31.0f, 63.0f, 31.0f, 0.0f, 11, 5, 0, 0},
4766 {WINED3DFMT_B5G5R5A1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4767 {WINED3DFMT_B5G5R5X1_UNORM, 31.0f, 31.0f, 31.0f, 1.0f, 10, 5, 0, 15},
4768 {WINED3DFMT_R8_UNORM, 255.0f, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0},
4769 {WINED3DFMT_A8_UNORM, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4770 {WINED3DFMT_B4G4R4A4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4771 {WINED3DFMT_B4G4R4X4_UNORM, 15.0f, 15.0f, 15.0f, 15.0f, 8, 4, 0, 12},
4772 {WINED3DFMT_B2G3R3_UNORM, 7.0f, 7.0f, 3.0f, 0.0f, 5, 2, 0, 0},
4773 {WINED3DFMT_R8G8B8A8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4774 {WINED3DFMT_R8G8B8X8_UNORM, 255.0f, 255.0f, 255.0f, 255.0f, 0, 8, 16, 24},
4775 {WINED3DFMT_B10G10R10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 20, 10, 0, 30},
4776 {WINED3DFMT_R10G10B10A2_UNORM, 1023.0f, 1023.0f, 1023.0f, 3.0f, 0, 10, 20, 30},
4777 {WINED3DFMT_P8_UINT, 0.0f, 0.0f, 0.0f, 255.0f, 0, 0, 0, 0},
4779 unsigned int i;
4781 TRACE("Converting color %s to format %s.\n", debug_color(color), debug_d3dformat(format->id));
4783 for (i = 0; i < sizeof(conv) / sizeof(*conv); ++i)
4785 DWORD ret;
4787 if (format->id != conv[i].format_id) continue;
4789 ret = ((DWORD)((color->r * conv[i].r_mul) + 0.5f)) << conv[i].r_shift;
4790 ret |= ((DWORD)((color->g * conv[i].g_mul) + 0.5f)) << conv[i].g_shift;
4791 ret |= ((DWORD)((color->b * conv[i].b_mul) + 0.5f)) << conv[i].b_shift;
4792 ret |= ((DWORD)((color->a * conv[i].a_mul) + 0.5f)) << conv[i].a_shift;
4794 TRACE("Returning 0x%08x.\n", ret);
4796 return ret;
4799 FIXME("Conversion for format %s not implemented.\n", debug_d3dformat(format->id));
4801 return 0;
4804 static float color_to_float(DWORD color, DWORD size, DWORD offset)
4806 DWORD mask = (1u << size) - 1;
4808 if (!size)
4809 return 1.0f;
4811 color >>= offset;
4812 color &= mask;
4814 return (float)color / (float)mask;
4817 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
4818 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color)
4820 switch (format->id)
4822 case WINED3DFMT_B8G8R8_UNORM:
4823 case WINED3DFMT_B8G8R8A8_UNORM:
4824 case WINED3DFMT_B8G8R8X8_UNORM:
4825 case WINED3DFMT_B5G6R5_UNORM:
4826 case WINED3DFMT_B5G5R5X1_UNORM:
4827 case WINED3DFMT_B5G5R5A1_UNORM:
4828 case WINED3DFMT_B4G4R4A4_UNORM:
4829 case WINED3DFMT_B2G3R3_UNORM:
4830 case WINED3DFMT_R8_UNORM:
4831 case WINED3DFMT_A8_UNORM:
4832 case WINED3DFMT_B2G3R3A8_UNORM:
4833 case WINED3DFMT_B4G4R4X4_UNORM:
4834 case WINED3DFMT_R10G10B10A2_UNORM:
4835 case WINED3DFMT_R10G10B10A2_SNORM:
4836 case WINED3DFMT_R8G8B8A8_UNORM:
4837 case WINED3DFMT_R8G8B8X8_UNORM:
4838 case WINED3DFMT_R16G16_UNORM:
4839 case WINED3DFMT_B10G10R10A2_UNORM:
4840 float_color->r = color_to_float(color, format->red_size, format->red_offset);
4841 float_color->g = color_to_float(color, format->green_size, format->green_offset);
4842 float_color->b = color_to_float(color, format->blue_size, format->blue_offset);
4843 float_color->a = color_to_float(color, format->alpha_size, format->alpha_offset);
4844 return TRUE;
4846 case WINED3DFMT_P8_UINT:
4847 if (palette)
4849 float_color->r = palette->colors[color].rgbRed / 255.0f;
4850 float_color->g = palette->colors[color].rgbGreen / 255.0f;
4851 float_color->b = palette->colors[color].rgbBlue / 255.0f;
4853 else
4855 float_color->r = 0.0f;
4856 float_color->g = 0.0f;
4857 float_color->b = 0.0f;
4859 float_color->a = color / 255.0f;
4860 return TRUE;
4862 default:
4863 ERR("Unhandled conversion from %s to floating point.\n", debug_d3dformat(format->id));
4864 return FALSE;
4868 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
4869 const struct wined3d_color_key *key, struct wined3d_color *float_colors)
4871 struct wined3d_color slop;
4873 switch (format->id)
4875 case WINED3DFMT_B8G8R8_UNORM:
4876 case WINED3DFMT_B8G8R8A8_UNORM:
4877 case WINED3DFMT_B8G8R8X8_UNORM:
4878 case WINED3DFMT_B5G6R5_UNORM:
4879 case WINED3DFMT_B5G5R5X1_UNORM:
4880 case WINED3DFMT_B5G5R5A1_UNORM:
4881 case WINED3DFMT_B4G4R4A4_UNORM:
4882 case WINED3DFMT_B2G3R3_UNORM:
4883 case WINED3DFMT_R8_UNORM:
4884 case WINED3DFMT_A8_UNORM:
4885 case WINED3DFMT_B2G3R3A8_UNORM:
4886 case WINED3DFMT_B4G4R4X4_UNORM:
4887 case WINED3DFMT_R10G10B10A2_UNORM:
4888 case WINED3DFMT_R10G10B10A2_SNORM:
4889 case WINED3DFMT_R8G8B8A8_UNORM:
4890 case WINED3DFMT_R8G8B8X8_UNORM:
4891 case WINED3DFMT_R16G16_UNORM:
4892 case WINED3DFMT_B10G10R10A2_UNORM:
4893 slop.r = 0.5f / ((1 << format->red_size) - 1);
4894 slop.g = 0.5f / ((1 << format->green_size) - 1);
4895 slop.b = 0.5f / ((1 << format->blue_size) - 1);
4896 slop.a = 0.5f / ((1 << format->alpha_size) - 1);
4898 float_colors[0].r = color_to_float(key->color_space_low_value, format->red_size, format->red_offset)
4899 - slop.r;
4900 float_colors[0].g = color_to_float(key->color_space_low_value, format->green_size, format->green_offset)
4901 - slop.g;
4902 float_colors[0].b = color_to_float(key->color_space_low_value, format->blue_size, format->blue_offset)
4903 - slop.b;
4904 float_colors[0].a = color_to_float(key->color_space_low_value, format->alpha_size, format->alpha_offset)
4905 - slop.a;
4907 float_colors[1].r = color_to_float(key->color_space_high_value, format->red_size, format->red_offset)
4908 + slop.r;
4909 float_colors[1].g = color_to_float(key->color_space_high_value, format->green_size, format->green_offset)
4910 + slop.g;
4911 float_colors[1].b = color_to_float(key->color_space_high_value, format->blue_size, format->blue_offset)
4912 + slop.b;
4913 float_colors[1].a = color_to_float(key->color_space_high_value, format->alpha_size, format->alpha_offset)
4914 + slop.a;
4915 break;
4917 case WINED3DFMT_P8_UINT:
4918 float_colors[0].r = 0.0f;
4919 float_colors[0].g = 0.0f;
4920 float_colors[0].b = 0.0f;
4921 float_colors[0].a = (key->color_space_low_value - 0.5f) / 255.0f;
4923 float_colors[1].r = 0.0f;
4924 float_colors[1].g = 0.0f;
4925 float_colors[1].b = 0.0f;
4926 float_colors[1].a = (key->color_space_high_value + 0.5f) / 255.0f;
4927 break;
4929 default:
4930 ERR("Unhandled color key to float conversion for format %s.\n", debug_d3dformat(format->id));
4934 /* DirectDraw stuff */
4935 enum wined3d_format_id pixelformat_for_depth(DWORD depth)
4937 switch (depth)
4939 case 8: return WINED3DFMT_P8_UINT;
4940 case 15: return WINED3DFMT_B5G5R5X1_UNORM;
4941 case 16: return WINED3DFMT_B5G6R5_UNORM;
4942 case 24: return WINED3DFMT_B8G8R8X8_UNORM; /* Robots needs 24bit to be WINED3DFMT_B8G8R8X8_UNORM */
4943 case 32: return WINED3DFMT_B8G8R8X8_UNORM; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return WINED3DFMT_B8G8R8X8_UNORM */
4944 default: return WINED3DFMT_UNKNOWN;
4948 void multiply_matrix(struct wined3d_matrix *dst, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2)
4950 struct wined3d_matrix tmp;
4952 /* Now do the multiplication 'by hand'.
4953 I know that all this could be optimised, but this will be done later :-) */
4954 tmp._11 = (src1->_11 * src2->_11) + (src1->_21 * src2->_12) + (src1->_31 * src2->_13) + (src1->_41 * src2->_14);
4955 tmp._21 = (src1->_11 * src2->_21) + (src1->_21 * src2->_22) + (src1->_31 * src2->_23) + (src1->_41 * src2->_24);
4956 tmp._31 = (src1->_11 * src2->_31) + (src1->_21 * src2->_32) + (src1->_31 * src2->_33) + (src1->_41 * src2->_34);
4957 tmp._41 = (src1->_11 * src2->_41) + (src1->_21 * src2->_42) + (src1->_31 * src2->_43) + (src1->_41 * src2->_44);
4959 tmp._12 = (src1->_12 * src2->_11) + (src1->_22 * src2->_12) + (src1->_32 * src2->_13) + (src1->_42 * src2->_14);
4960 tmp._22 = (src1->_12 * src2->_21) + (src1->_22 * src2->_22) + (src1->_32 * src2->_23) + (src1->_42 * src2->_24);
4961 tmp._32 = (src1->_12 * src2->_31) + (src1->_22 * src2->_32) + (src1->_32 * src2->_33) + (src1->_42 * src2->_34);
4962 tmp._42 = (src1->_12 * src2->_41) + (src1->_22 * src2->_42) + (src1->_32 * src2->_43) + (src1->_42 * src2->_44);
4964 tmp._13 = (src1->_13 * src2->_11) + (src1->_23 * src2->_12) + (src1->_33 * src2->_13) + (src1->_43 * src2->_14);
4965 tmp._23 = (src1->_13 * src2->_21) + (src1->_23 * src2->_22) + (src1->_33 * src2->_23) + (src1->_43 * src2->_24);
4966 tmp._33 = (src1->_13 * src2->_31) + (src1->_23 * src2->_32) + (src1->_33 * src2->_33) + (src1->_43 * src2->_34);
4967 tmp._43 = (src1->_13 * src2->_41) + (src1->_23 * src2->_42) + (src1->_33 * src2->_43) + (src1->_43 * src2->_44);
4969 tmp._14 = (src1->_14 * src2->_11) + (src1->_24 * src2->_12) + (src1->_34 * src2->_13) + (src1->_44 * src2->_14);
4970 tmp._24 = (src1->_14 * src2->_21) + (src1->_24 * src2->_22) + (src1->_34 * src2->_23) + (src1->_44 * src2->_24);
4971 tmp._34 = (src1->_14 * src2->_31) + (src1->_24 * src2->_32) + (src1->_34 * src2->_33) + (src1->_44 * src2->_34);
4972 tmp._44 = (src1->_14 * src2->_41) + (src1->_24 * src2->_42) + (src1->_34 * src2->_43) + (src1->_44 * src2->_44);
4974 *dst = tmp;
4977 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
4978 DWORD size = 0;
4979 int i;
4980 int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
4982 if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
4983 if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
4984 if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
4985 if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
4986 switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
4987 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
4988 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
4989 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
4990 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
4991 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
4992 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
4993 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
4994 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
4995 default: ERR("Unexpected position mask\n");
4997 for (i = 0; i < numTextures; i++) {
4998 size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
5001 return size;
5004 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info)
5006 /* On core profile we have to also count diffuse and specular colors and the
5007 * fog coordinate. */
5008 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? MAX_TEXTURES * 4 : (MAX_TEXTURES + 2) * 4 + 1;
5011 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
5012 struct ffp_frag_settings *settings, BOOL ignore_textype)
5014 #define ARG1 0x01
5015 #define ARG2 0x02
5016 #define ARG0 0x04
5017 static const unsigned char args[WINED3D_TOP_LERP + 1] =
5019 /* undefined */ 0,
5020 /* D3DTOP_DISABLE */ 0,
5021 /* D3DTOP_SELECTARG1 */ ARG1,
5022 /* D3DTOP_SELECTARG2 */ ARG2,
5023 /* D3DTOP_MODULATE */ ARG1 | ARG2,
5024 /* D3DTOP_MODULATE2X */ ARG1 | ARG2,
5025 /* D3DTOP_MODULATE4X */ ARG1 | ARG2,
5026 /* D3DTOP_ADD */ ARG1 | ARG2,
5027 /* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
5028 /* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
5029 /* D3DTOP_SUBTRACT */ ARG1 | ARG2,
5030 /* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
5031 /* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
5032 /* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
5033 /* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
5034 /* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
5035 /* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
5036 /* D3DTOP_PREMODULATE */ ARG1 | ARG2,
5037 /* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
5038 /* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
5039 /* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
5040 /* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
5041 /* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
5042 /* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
5043 /* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
5044 /* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
5045 /* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
5047 unsigned int i;
5048 DWORD ttff;
5049 DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
5050 const struct wined3d_gl_info *gl_info = context->gl_info;
5051 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5053 settings->padding = 0;
5055 for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
5057 const struct wined3d_texture *texture;
5059 settings->op[i].padding = 0;
5060 if (state->texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
5062 settings->op[i].cop = WINED3D_TOP_DISABLE;
5063 settings->op[i].aop = WINED3D_TOP_DISABLE;
5064 settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
5065 settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
5066 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5067 settings->op[i].dst = resultreg;
5068 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5069 settings->op[i].projected = proj_none;
5070 i++;
5071 break;
5074 if ((texture = state->textures[i]))
5076 if (can_use_texture_swizzle(gl_info, texture->resource.format))
5077 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5078 else
5079 settings->op[i].color_fixup = texture->resource.format->color_fixup;
5080 if (ignore_textype)
5082 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5084 else
5086 switch (texture->target)
5088 case GL_TEXTURE_1D:
5089 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5090 break;
5091 case GL_TEXTURE_2D:
5092 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_2D;
5093 break;
5094 case GL_TEXTURE_3D:
5095 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_3D;
5096 break;
5097 case GL_TEXTURE_CUBE_MAP_ARB:
5098 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_CUBE;
5099 break;
5100 case GL_TEXTURE_RECTANGLE_ARB:
5101 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_RECT;
5102 break;
5105 } else {
5106 settings->op[i].color_fixup = COLOR_FIXUP_IDENTITY;
5107 settings->op[i].tex_type = WINED3D_GL_RES_TYPE_TEX_1D;
5110 cop = state->texture_states[i][WINED3D_TSS_COLOR_OP];
5111 aop = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
5113 carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG1] : ARG_UNUSED;
5114 carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG2] : ARG_UNUSED;
5115 carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3D_TSS_COLOR_ARG0] : ARG_UNUSED;
5117 if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
5119 carg0 = ARG_UNUSED;
5120 carg2 = ARG_UNUSED;
5121 carg1 = WINED3DTA_CURRENT;
5122 cop = WINED3D_TOP_SELECT_ARG1;
5125 if (cop == WINED3D_TOP_DOTPRODUCT3)
5127 /* A dotproduct3 on the colorop overwrites the alphaop operation and replicates
5128 * the color result to the alpha component of the destination
5130 aop = cop;
5131 aarg1 = carg1;
5132 aarg2 = carg2;
5133 aarg0 = carg0;
5135 else
5137 aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] : ARG_UNUSED;
5138 aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] : ARG_UNUSED;
5139 aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] : ARG_UNUSED;
5142 if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
5144 GLenum texture_dimensions;
5146 texture = state->textures[0];
5147 texture_dimensions = texture->target;
5149 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
5151 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
5153 if (aop == WINED3D_TOP_DISABLE)
5155 aarg1 = WINED3DTA_TEXTURE;
5156 aop = WINED3D_TOP_SELECT_ARG1;
5158 else if (aop == WINED3D_TOP_SELECT_ARG1 && aarg1 != WINED3DTA_TEXTURE)
5160 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5162 aarg2 = WINED3DTA_TEXTURE;
5163 aop = WINED3D_TOP_MODULATE;
5165 else aarg1 = WINED3DTA_TEXTURE;
5167 else if (aop == WINED3D_TOP_SELECT_ARG2 && aarg2 != WINED3DTA_TEXTURE)
5169 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
5171 aarg1 = WINED3DTA_TEXTURE;
5172 aop = WINED3D_TOP_MODULATE;
5174 else aarg2 = WINED3DTA_TEXTURE;
5180 if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
5182 aarg0 = ARG_UNUSED;
5183 aarg2 = ARG_UNUSED;
5184 aarg1 = WINED3DTA_CURRENT;
5185 aop = WINED3D_TOP_SELECT_ARG1;
5188 if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
5189 || aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
5191 ttff = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
5192 if (ttff == (WINED3D_TTFF_PROJECTED | WINED3D_TTFF_COUNT3))
5193 settings->op[i].projected = proj_count3;
5194 else if (ttff & WINED3D_TTFF_PROJECTED)
5195 settings->op[i].projected = proj_count4;
5196 else
5197 settings->op[i].projected = proj_none;
5199 else
5201 settings->op[i].projected = proj_none;
5204 settings->op[i].cop = cop;
5205 settings->op[i].aop = aop;
5206 settings->op[i].carg0 = carg0;
5207 settings->op[i].carg1 = carg1;
5208 settings->op[i].carg2 = carg2;
5209 settings->op[i].aarg0 = aarg0;
5210 settings->op[i].aarg1 = aarg1;
5211 settings->op[i].aarg2 = aarg2;
5213 if (state->texture_states[i][WINED3D_TSS_RESULT_ARG] == WINED3DTA_TEMP)
5214 settings->op[i].dst = tempreg;
5215 else
5216 settings->op[i].dst = resultreg;
5219 /* Clear unsupported stages */
5220 for(; i < MAX_TEXTURES; i++) {
5221 memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
5224 if (!state->render_states[WINED3D_RS_FOGENABLE])
5226 settings->fog = WINED3D_FFP_PS_FOG_OFF;
5228 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
5230 if (use_vs(state) || state->vertex_declaration->position_transformed)
5232 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5234 else
5236 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
5238 case WINED3D_FOG_NONE:
5239 case WINED3D_FOG_LINEAR:
5240 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5241 break;
5242 case WINED3D_FOG_EXP:
5243 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5244 break;
5245 case WINED3D_FOG_EXP2:
5246 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5247 break;
5251 else
5253 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
5255 case WINED3D_FOG_LINEAR:
5256 settings->fog = WINED3D_FFP_PS_FOG_LINEAR;
5257 break;
5258 case WINED3D_FOG_EXP:
5259 settings->fog = WINED3D_FFP_PS_FOG_EXP;
5260 break;
5261 case WINED3D_FOG_EXP2:
5262 settings->fog = WINED3D_FFP_PS_FOG_EXP2;
5263 break;
5266 settings->sRGB_write = !gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, state->fb);
5267 if (d3d_info->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
5268 || !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
5270 /* No need to emulate clipplanes if GL supports native vertex shader clipping or if
5271 * the fixed function vertex pipeline is used(which always supports clipplanes), or
5272 * if no clipplane is enabled
5274 settings->emul_clipplanes = 0;
5275 } else {
5276 settings->emul_clipplanes = 1;
5279 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
5280 && state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
5281 && settings->op[0].cop != WINED3D_TOP_DISABLE)
5282 settings->color_key_enabled = 1;
5283 else
5284 settings->color_key_enabled = 0;
5286 /* texcoords_initialized is set to meaningful values only when GL doesn't
5287 * support enough varyings to always pass around all the possible texture
5288 * coordinates.
5289 * This is used to avoid reading a varying not written by the vertex shader.
5290 * Reading uninitialized varyings on core profile contexts results in an
5291 * error while with builtin varyings on legacy contexts you get undefined
5292 * behavior. */
5293 if (d3d_info->limits.varying_count
5294 && d3d_info->limits.varying_count < wined3d_max_compat_varyings(gl_info))
5296 settings->texcoords_initialized = 0;
5297 for (i = 0; i < MAX_TEXTURES; ++i)
5299 if (use_vs(state))
5301 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.output_registers & (1u << i))
5302 settings->texcoords_initialized |= 1u << i;
5304 else
5306 const struct wined3d_stream_info *si = &context->stream_info;
5307 unsigned int coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5308 if ((state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX] >> WINED3D_FFP_TCI_SHIFT)
5309 & WINED3D_FFP_TCI_MASK
5310 || (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx)))))
5311 settings->texcoords_initialized |= 1u << i;
5315 else
5317 settings->texcoords_initialized = (1u << MAX_TEXTURES) - 1;
5320 settings->pointsprite = state->render_states[WINED3D_RS_POINTSPRITEENABLE]
5321 && state->gl_primitive_type == GL_POINTS;
5323 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
5324 settings->alpha_test_func = WINED3D_CMP_ALWAYS - 1;
5325 else
5326 settings->alpha_test_func = (state->render_states[WINED3D_RS_ALPHATESTENABLE]
5327 ? wined3d_sanitize_cmp_func(state->render_states[WINED3D_RS_ALPHAFUNC])
5328 : WINED3D_CMP_ALWAYS) - 1;
5330 if (d3d_info->emulated_flatshading)
5331 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5332 else
5333 settings->flatshading = FALSE;
5336 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
5337 const struct ffp_frag_settings *settings)
5339 struct wine_rb_entry *entry = wine_rb_get(fragment_shaders, settings);
5340 return entry ? WINE_RB_ENTRY_VALUE(entry, struct ffp_frag_desc, entry) : NULL;
5343 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc)
5345 /* Note that the key is the implementation independent part of the ffp_frag_desc structure,
5346 * whereas desc points to an extended structure with implementation specific parts. */
5347 if (wine_rb_put(shaders, &desc->settings, &desc->entry) == -1)
5349 ERR("Failed to insert ffp frag shader.\n");
5353 /* Activates the texture dimension according to the bound D3D texture. Does
5354 * not care for the colorop or correct gl texture unit (when using nvrc).
5355 * Requires the caller to activate the correct unit. */
5356 /* Context activation is done by the caller (state handler). */
5357 void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
5359 if (texture)
5361 switch (texture->target)
5363 case GL_TEXTURE_2D:
5364 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5365 checkGLcall("glDisable(GL_TEXTURE_3D)");
5366 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5368 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5369 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5371 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5373 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5374 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5376 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5377 checkGLcall("glEnable(GL_TEXTURE_2D)");
5378 break;
5379 case GL_TEXTURE_RECTANGLE_ARB:
5380 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5381 checkGLcall("glDisable(GL_TEXTURE_2D)");
5382 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5383 checkGLcall("glDisable(GL_TEXTURE_3D)");
5384 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5386 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5387 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5389 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_RECTANGLE_ARB);
5390 checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
5391 break;
5392 case GL_TEXTURE_3D:
5393 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5395 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5396 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5398 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5400 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5401 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5403 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5404 checkGLcall("glDisable(GL_TEXTURE_2D)");
5405 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_3D);
5406 checkGLcall("glEnable(GL_TEXTURE_3D)");
5407 break;
5408 case GL_TEXTURE_CUBE_MAP_ARB:
5409 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
5410 checkGLcall("glDisable(GL_TEXTURE_2D)");
5411 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5412 checkGLcall("glDisable(GL_TEXTURE_3D)");
5413 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5415 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5416 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5418 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_CUBE_MAP_ARB);
5419 checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
5420 break;
5423 else
5425 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_2D);
5426 checkGLcall("glEnable(GL_TEXTURE_2D)");
5427 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
5428 checkGLcall("glDisable(GL_TEXTURE_3D)");
5429 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
5431 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
5432 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
5434 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5436 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
5437 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
5439 /* Binding textures is done by samplers. A dummy texture will be bound */
5443 /* Context activation is done by the caller (state handler). */
5444 void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5446 DWORD sampler = state_id - STATE_SAMPLER(0);
5447 DWORD mapped_stage = context->tex_unit_map[sampler];
5449 /* No need to enable / disable anything here for unused samplers. The
5450 * tex_colorop handler takes care. Also no action is needed with pixel
5451 * shaders, or if tex_colorop will take care of this business. */
5452 if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures)
5453 return;
5454 if (sampler >= context->lowest_disabled_stage)
5455 return;
5456 if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_COLOR_OP)))
5457 return;
5459 texture_activate_dimensions(state->textures[sampler], context->gl_info);
5462 void *wined3d_rb_alloc(size_t size)
5464 return HeapAlloc(GetProcessHeap(), 0, size);
5467 void *wined3d_rb_realloc(void *ptr, size_t size)
5469 return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
5472 void wined3d_rb_free(void *ptr)
5474 HeapFree(GetProcessHeap(), 0, ptr);
5477 static int ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5479 const struct ffp_frag_settings *ka = key;
5480 const struct ffp_frag_settings *kb = &WINE_RB_ENTRY_VALUE(entry, const struct ffp_frag_desc, entry)->settings;
5482 return memcmp(ka, kb, sizeof(*ka));
5485 const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
5487 wined3d_rb_alloc,
5488 wined3d_rb_realloc,
5489 wined3d_rb_free,
5490 ffp_frag_program_key_compare,
5493 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
5494 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
5496 const struct wined3d_stream_info *si = &context->stream_info;
5497 const struct wined3d_gl_info *gl_info = context->gl_info;
5498 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
5499 unsigned int coord_idx, i;
5501 if (si->position_transformed)
5503 memset(settings, 0, sizeof(*settings));
5505 settings->transformed = 1;
5506 settings->point_size = state->gl_primitive_type == GL_POINTS;
5507 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5508 if (!state->render_states[WINED3D_RS_FOGENABLE])
5509 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5510 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5511 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5512 else
5513 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5515 for (i = 0; i < MAX_TEXTURES; ++i)
5517 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5518 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5519 settings->texcoords |= 1u << i;
5520 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5522 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5523 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5525 if (d3d_info->emulated_flatshading)
5526 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5527 else
5528 settings->flatshading = FALSE;
5530 return;
5533 switch (state->render_states[WINED3D_RS_VERTEXBLEND])
5535 case WINED3D_VBF_DISABLE:
5536 case WINED3D_VBF_1WEIGHTS:
5537 case WINED3D_VBF_2WEIGHTS:
5538 case WINED3D_VBF_3WEIGHTS:
5539 settings->vertexblends = state->render_states[WINED3D_RS_VERTEXBLEND];
5540 break;
5541 default:
5542 FIXME("Unsupported vertex blending: %d\n", state->render_states[WINED3D_RS_VERTEXBLEND]);
5543 break;
5546 settings->transformed = 0;
5547 settings->clipping = state->render_states[WINED3D_RS_CLIPPING]
5548 && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
5549 settings->normal = !!(si->use_map & (1u << WINED3D_FFP_NORMAL));
5550 settings->normalize = settings->normal && state->render_states[WINED3D_RS_NORMALIZENORMALS];
5551 settings->lighting = !!state->render_states[WINED3D_RS_LIGHTING];
5552 settings->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
5553 settings->point_size = state->gl_primitive_type == GL_POINTS;
5554 settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
5556 if (state->render_states[WINED3D_RS_COLORVERTEX] && (si->use_map & (1u << WINED3D_FFP_DIFFUSE)))
5558 settings->diffuse_source = state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE];
5559 settings->emissive_source = state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE];
5560 settings->ambient_source = state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE];
5561 settings->specular_source = state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE];
5563 else
5565 settings->diffuse_source = WINED3D_MCS_MATERIAL;
5566 settings->emissive_source = WINED3D_MCS_MATERIAL;
5567 settings->ambient_source = WINED3D_MCS_MATERIAL;
5568 settings->specular_source = WINED3D_MCS_MATERIAL;
5571 settings->texcoords = 0;
5572 for (i = 0; i < MAX_TEXTURES; ++i)
5574 coord_idx = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5575 if (coord_idx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coord_idx))))
5576 settings->texcoords |= 1u << i;
5577 settings->texgen[i] = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
5579 if (d3d_info->limits.varying_count >= wined3d_max_compat_varyings(gl_info))
5580 settings->texcoords = (1u << MAX_TEXTURES) - 1;
5582 settings->light_type = 0;
5583 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
5585 if (state->lights[i])
5586 settings->light_type |= (state->lights[i]->OriginalParms.type
5587 & WINED3D_FFP_LIGHT_TYPE_MASK) << WINED3D_FFP_LIGHT_TYPE_SHIFT(i);
5590 settings->ortho_fog = 0;
5591 if (!state->render_states[WINED3D_RS_FOGENABLE])
5592 settings->fog_mode = WINED3D_FFP_VS_FOG_OFF;
5593 else if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
5595 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5597 if (state->transforms[WINED3D_TS_PROJECTION]._14 == 0.0f
5598 && state->transforms[WINED3D_TS_PROJECTION]._24 == 0.0f
5599 && state->transforms[WINED3D_TS_PROJECTION]._34 == 0.0f
5600 && state->transforms[WINED3D_TS_PROJECTION]._44 == 1.0f)
5601 settings->ortho_fog = 1;
5603 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE)
5604 settings->fog_mode = WINED3D_FFP_VS_FOG_FOGCOORD;
5605 else if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
5606 settings->fog_mode = WINED3D_FFP_VS_FOG_RANGE;
5607 else
5608 settings->fog_mode = WINED3D_FFP_VS_FOG_DEPTH;
5610 if (d3d_info->emulated_flatshading)
5611 settings->flatshading = state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT;
5612 else
5613 settings->flatshading = FALSE;
5615 settings->padding = 0;
5618 static int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry)
5620 const struct wined3d_ffp_vs_settings *ka = key;
5621 const struct wined3d_ffp_vs_settings *kb = &WINE_RB_ENTRY_VALUE(entry,
5622 const struct wined3d_ffp_vs_desc, entry)->settings;
5624 return memcmp(ka, kb, sizeof(*ka));
5627 const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions =
5629 wined3d_rb_alloc,
5630 wined3d_rb_realloc,
5631 wined3d_rb_free,
5632 wined3d_ffp_vertex_program_key_compare,
5635 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
5636 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
5637 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
5638 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
5640 static const struct blit_shader * const blitters[] =
5642 &arbfp_blit,
5643 &ffp_blit,
5644 &cpu_blit,
5646 unsigned int i;
5648 for (i = 0; i < sizeof(blitters) / sizeof(*blitters); ++i)
5650 if (blitters[i]->blit_supported(gl_info, d3d_info, blit_op,
5651 src_rect, src_usage, src_pool, src_format,
5652 dst_rect, dst_usage, dst_pool, dst_format))
5653 return blitters[i];
5656 return NULL;
5659 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
5661 const struct wined3d_viewport *vp = &state->viewport;
5663 SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
5665 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
5666 IntersectRect(rect, rect, &state->scissor_rect);
5669 const char *wined3d_debug_location(DWORD location)
5671 const char *prefix = "";
5672 const char *suffix = "";
5673 char buf[294];
5675 if (wined3d_popcount(location) > 16)
5677 prefix = "~(";
5678 location = ~location;
5679 suffix = ")";
5682 buf[0] = '\0';
5683 #define LOCATION_TO_STR(u) if (location & u) { strcat(buf, " | "#u); location &= ~u; }
5684 LOCATION_TO_STR(WINED3D_LOCATION_DISCARDED);
5685 LOCATION_TO_STR(WINED3D_LOCATION_SYSMEM);
5686 LOCATION_TO_STR(WINED3D_LOCATION_USER_MEMORY);
5687 LOCATION_TO_STR(WINED3D_LOCATION_BUFFER);
5688 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_RGB);
5689 LOCATION_TO_STR(WINED3D_LOCATION_TEXTURE_SRGB);
5690 LOCATION_TO_STR(WINED3D_LOCATION_DRAWABLE);
5691 LOCATION_TO_STR(WINED3D_LOCATION_RB_MULTISAMPLE);
5692 LOCATION_TO_STR(WINED3D_LOCATION_RB_RESOLVED);
5693 #undef LOCATION_TO_STR
5694 if (location) FIXME("Unrecognized location flag(s) %#x.\n", location);
5696 return wine_dbg_sprintf("%s%s%s", prefix, buf[0] ? &buf[3] : "0", suffix);
5699 /* Print a floating point value with the %.8e format specifier, always using
5700 * '.' as decimal separator. */
5701 void wined3d_ftoa(float value, char *s)
5703 int idx = 1;
5705 if (copysignf(1.0f, value) < 0.0f)
5706 ++idx;
5708 /* Be sure to allocate a buffer of at least 17 characters for the result
5709 as sprintf may return a 3 digit exponent when using the MSVC runtime
5710 instead of a 2 digit exponent. */
5711 sprintf(s, "%.8e", value);
5712 if (isfinite(value))
5713 s[idx] = '.';
5716 void wined3d_release_dc(HWND window, HDC dc)
5718 /* You'd figure ReleaseDC() would fail if the DC doesn't match the window.
5719 * However, that's not what actually happens, and there are user32 tests
5720 * that confirm ReleaseDC() with the wrong window is supposed to succeed.
5721 * So explicitly check that the DC belongs to the window, since we want to
5722 * avoid releasing a DC that belongs to some other window if the original
5723 * window was already destroyed. */
5724 if (WindowFromDC(dc) != window)
5725 WARN("DC %p does not belong to window %p.\n", dc, window);
5726 else if (!ReleaseDC(window, dc))
5727 ERR("Failed to release device context %p, last error %#x.\n", dc, GetLastError());
5730 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other)
5732 RECT orig = *clipped;
5733 float scale_x = (float)(orig.right - orig.left) / (float)(other->right - other->left);
5734 float scale_y = (float)(orig.bottom - orig.top) / (float)(other->bottom - other->top);
5736 IntersectRect(clipped, clipped, clip_rect);
5738 if (IsRectEmpty(clipped))
5740 SetRectEmpty(other);
5741 return FALSE;
5744 other->left += (LONG)((clipped->left - orig.left) / scale_x);
5745 other->top += (LONG)((clipped->top - orig.top) / scale_y);
5746 other->right -= (LONG)((orig.right - clipped->right) / scale_x);
5747 other->bottom -= (LONG)((orig.bottom - clipped->bottom) / scale_y);
5749 return TRUE;